<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://lbafileinfo.kaziq.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Xesf</id>
	<title>LBA File Information - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://lbafileinfo.kaziq.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Xesf"/>
	<link rel="alternate" type="text/html" href="https://lbafileinfo.kaziq.net/index.php/Special:Contributions/Xesf"/>
	<updated>2026-05-13T14:13:47Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://lbafileinfo.kaziq.net/index.php?title=LBA2:Ress.hqr&amp;diff=2334</id>
		<title>LBA2:Ress.hqr</title>
		<link rel="alternate" type="text/html" href="https://lbafileinfo.kaziq.net/index.php?title=LBA2:Ress.hqr&amp;diff=2334"/>
		<updated>2020-10-11T17:56:29Z</updated>

		<summary type="html">&lt;p&gt;Xesf: Updating Sprite Bounding Box details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{hqr page&lt;br /&gt;
| mode = manual&lt;br /&gt;
| lba = 2&lt;br /&gt;
| normal = 32&lt;br /&gt;
| repeated = 8&lt;br /&gt;
| blank = 9&lt;br /&gt;
| type1  = Sprite actor data       | count1  = 1&lt;br /&gt;
| type2  = In-game font            | count2  = 1&lt;br /&gt;
| type3  = Colour palette          | count3  = 3&lt;br /&gt;
| type4  = LBA2:3D model           | count4  = 1&lt;br /&gt;
| type5  = LBA image               | count5  = 26&lt;br /&gt;
| type6  = LBA2:Movie index        | count6  = 1&lt;br /&gt;
| type7  = LBA2:Shape file         | count7  = 1&lt;br /&gt;
| type8  = LBA2:Entity information | count8  = 1&lt;br /&gt;
| type9  = Entry of unknown format | count9  = 2&lt;br /&gt;
| type10 = Unknown entry           | count10 = 14&lt;br /&gt;
&lt;br /&gt;
| text =&lt;br /&gt;
This file contains various game resources: the font, images, textures, some generic models, etc.&lt;br /&gt;
}}&lt;br /&gt;
{{hqr entries list header}}&lt;br /&gt;
&lt;br /&gt;
{{ht|  0|Normal|Colour palette    |Main game palette}}&lt;br /&gt;
{{ht|  1|Normal|In-game font      |Main game font}}&lt;br /&gt;
{{ht|  2|Normal|Unknown entry     | |}}&lt;br /&gt;
{{ht|  3|Blank |Unknown entry     | |Blank}}&lt;br /&gt;
{{ht|  4|Blank |Unknown entry     | |Blank}}&lt;br /&gt;
{{ht|  5|Normal|Sprite actor data |Sprite actor information}}&lt;br /&gt;
{{ht|  6|Normal|LBA image         |Small pattern textures}}&lt;br /&gt;
{{ht|  7|Normal|LBA2:3D model     |Game Over model}}&lt;br /&gt;
{{ht|  8|Normal|Sprite actor data| |Sprite Raw actor information}}&lt;br /&gt;
{{ht|  9|Normal|Colour palette    | |Black palette}}&lt;br /&gt;
{{ht| 10|Normal|Colour palette    | |Foggy palette}}&lt;br /&gt;
{{ht| 11|Normal|LBA image         | |Cloud textures}}&lt;br /&gt;
{{ht| 12|Blank |Unknown entry     | |Blank}}&lt;br /&gt;
{{ht| 13|Normal|LBA image         | |Water textures}}&lt;br /&gt;
{{ht| 14|Normal|LBA image         |Emerald moon textures|Texture of sky and emerald ground}}&lt;br /&gt;
{{ht| 15|Normal|LBA image         | |Gas textures}}&lt;br /&gt;
{{ht| 16|Normal|LBA image         | |Lava textures}}&lt;br /&gt;
{{ht| 17|Normal|LBA image         | |Lava textures}}&lt;br /&gt;
{{ht| 18|Normal|LBA image         | |Lava textures}}&lt;br /&gt;
{{ht| 19|Normal|LBA image         | |Gas textures}}&lt;br /&gt;
{{ht| 20|Normal|LBA image         | |Gas textures}}&lt;br /&gt;
{{ht| 21|Normal|LBA image         | |Gas textures}}&lt;br /&gt;
{{ht| 22|Normal|LBA image         | |Lava textures}}&lt;br /&gt;
{{ht| 23|Blank |Unknown entry     | |Blank}}&lt;br /&gt;
{{ht| 24|Blank |Unknown entry     | |Blank}}&lt;br /&gt;
{{ht| 25|Blank |Unknown entry     | |Blank}}&lt;br /&gt;
{{ht| 26|Normal|LBA image         | |Water textures}}&lt;br /&gt;
{{ht| 27|Normal|LBA image         | |shading palettes}}&lt;br /&gt;
{{ht| 28|Normal|LBA image         | |shading palettes}}&lt;br /&gt;
{{ht| 29|Repeated|r=28|LBA image  | |Repeated}}&lt;br /&gt;
{{ht| 30|Normal|LBA image         | |shading palettes}}&lt;br /&gt;
{{ht| 31|Normal|LBA image         | |shading palettes}}&lt;br /&gt;
{{ht| 32|Repeated|r=31|LBA image  | |Repeated}}&lt;br /&gt;
{{ht| 33|Normal|LBA image         | |shading palettes}}&lt;br /&gt;
{{ht| 34|Repeated|r=33|LBA image  | |Repeated}}&lt;br /&gt;
{{ht| 35|Repeated|r=31|LBA image  | |Repeated}}&lt;br /&gt;
{{ht| 36|Repeated|r=31|LBA image  | |Repeated}}&lt;br /&gt;
{{ht| 37|Repeated|r=31|LBA image  | |Repeated}}&lt;br /&gt;
{{ht| 38|Repeated|r=33|LBA image  | |Repeated}}&lt;br /&gt;
{{ht| 39|Blank |Unknown entry     | |Blank}}&lt;br /&gt;
{{ht| 40|Blank |Unknown entry     | |Blank}}&lt;br /&gt;
{{ht| 41|Blank |Unknown entry     | |Blank}}&lt;br /&gt;
{{ht| 42|Repeated|r=28|LBA image  | |Repeated}}&lt;br /&gt;
{{ht| 43|Normal|Sprite actor data|Information for 3D Sprites (3DS)}}&lt;br /&gt;
{{ht| 44|Normal|LBA2:Entity information|Characters information}}&lt;br /&gt;
{{ht| 45|Normal|Entry of unknown format|Particle fountain data}}&lt;br /&gt;
{{ht| 46|Normal|LBA2:Shape file   |Main game vector shapes}}&lt;br /&gt;
{{ht| 47|Normal|Entry of unknown format|Sprite animation sequences}}&lt;br /&gt;
{{ht| 48|Normal|LBA2:Movie index  |SMK movie index}}&lt;br /&gt;
&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
{{providers|[[provider::El Muerte]], [[provider::alexfont]] and [[provider::Zink]]}}&lt;/div&gt;</summary>
		<author><name>Xesf</name></author>
	</entry>
	<entry>
		<id>https://lbafileinfo.kaziq.net/index.php?title=LBA2:Savegame&amp;diff=2303</id>
		<title>LBA2:Savegame</title>
		<link rel="alternate" type="text/html" href="https://lbafileinfo.kaziq.net/index.php?title=LBA2:Savegame&amp;diff=2303"/>
		<updated>2019-08-26T20:03:39Z</updated>

		<summary type="html">&lt;p&gt;Xesf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox format&lt;br /&gt;
| extension = LBA&lt;br /&gt;
| lba2 = true&lt;br /&gt;
| colour = &lt;br /&gt;
| defaultsort = Savegame&lt;br /&gt;
}}&lt;br /&gt;
Savegame files contain the saved states of the game.&lt;br /&gt;
&lt;br /&gt;
==Specification==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[#] [ INFORMATION ] ------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
This document describes the format in which the LBA2\Twinsen Odyssey saved game&lt;br /&gt;
are stored in.&lt;br /&gt;
If you find any errors in this document please email me the details, also if you&lt;br /&gt;
find new stuff please notify me. This information is provided AS IS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ FORMAT ] -----------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
s16 = signed short (16bit - 2 bytes)&lt;br /&gt;
s32 = signed int (32bit - 4 bytes)&lt;br /&gt;
byte (8bit)&lt;br /&gt;
string : get all bytes till found 0x00&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
00:	byte	Savegame identify, 0xA4 (compressed) or 0x24 (not compressed)&lt;br /&gt;
01:     s32	Scenes Code (see further)	&lt;br /&gt;
05:     string  Title&lt;br /&gt;
                * = from the end of the title, (after the 0x00)&lt;br /&gt;
&lt;br /&gt;
If the identify flag its 0xA4 the next data is compressed in mode 1&lt;br /&gt;
You need to decompressed first after editing it.&lt;br /&gt;
&lt;br /&gt;
*00:	s32	Decompressed size&lt;br /&gt;
*04...*end:	Data to decompress&lt;br /&gt;
&lt;br /&gt;
After decompress or if the identify flag its 0x24 the next data is an 160x120 Raw Image.&lt;br /&gt;
&lt;br /&gt;
*00...*19199	Image data&lt;br /&gt;
		 + = after the 19200 image bytes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Var game: &lt;br /&gt;
 In normal cases we just use 0x01 to set the flag. In the inventory, if the item use amount you can set till 0XFFFF.&lt;br /&gt;
&lt;br /&gt;
+00:	s16	Holomap&lt;br /&gt;
+02:	s16	Magic ball&lt;br /&gt;
+04:	s16	Darts&lt;br /&gt;
+06:	s16	Sendell&#039;s ball&lt;br /&gt;
+08:	s16	Tunic and Sendell&#039;s medallion&lt;br /&gt;
+0A:	s16	Incandescent pearl&lt;br /&gt;
+0C:	s16	Pyramid shaped key&lt;br /&gt;
+0E:	s16	Part for the car&lt;br /&gt;
+10:	s16	Kashes&lt;br /&gt;
+12:	s16	Pisto-Laser&lt;br /&gt;
+14:	s16	Emperor&#039;s sword&lt;br /&gt;
+16:	s16	Wannie&#039;s glove&lt;br /&gt;
+18:	s16	Proto-Pack&lt;br /&gt;
+1A:	s16	Ferry Ticket&lt;br /&gt;
+1C:	s16	Nitro-Meca-Penguin&lt;br /&gt;
+1E:	s16	Can of GazoGem&lt;br /&gt;
+20:	s16	Dissidents&#039; Ring&lt;br /&gt;
+22:	s16	Gallic acid&lt;br /&gt;
+24:	s16	Ferryman&#039;s song&lt;br /&gt;
+28:	s16	Ring of lightning&lt;br /&gt;
+2A:	s16	Customer&#039;s umbrella&lt;br /&gt;
+2C:	s16	Gems&lt;br /&gt;
+2E:	s16	Horn of the Blue Triton&lt;br /&gt;
+30:	s16	Blowgun&lt;br /&gt;
+32:	s16	Itinerary token&lt;br /&gt;
+34:	s16	Slice of tart&lt;br /&gt;
+36:	s16	Portable radio&lt;br /&gt;
+38:	s16	Garden Balsam&lt;br /&gt;
+3A:	s16	Magic slate&lt;br /&gt;
+3C:	s16	Translator&lt;br /&gt;
+3E:	s16	Wizard&#039;s diploma&lt;br /&gt;
+40:	s16	Fragment of the Francos&lt;br /&gt;
+42:	s16	Fragment of the Sups&lt;br /&gt;
+44:	s16	Fragment of the Mosquibees&lt;br /&gt;
+46:	s16	Fragment of the Wannies&lt;br /&gt;
+48:	s16	Key for the passage to CX&lt;br /&gt;
+4A:	s16	Pick-ax&lt;br /&gt;
+4C:	s16	Franco Burgermaster&#039;s key&lt;br /&gt;
+4E:	s16	Franco Burgermaster&#039;s notes&lt;br /&gt;
+50:	s16	Protective spell&lt;br /&gt;
+52:	s16	Green magic ball&lt;br /&gt;
+54:	s16	Red magic ball&lt;br /&gt;
+56:	s16	Fire magic ball&lt;br /&gt;
+58:	s16	Zlitos&lt;br /&gt;
+5A:	s16	Dark Monk&#039;s key&lt;br /&gt;
+5C:	s16	Memory viewer&lt;br /&gt;
+5E:	s16	Blowtron&lt;br /&gt;
+60:	s16	Wizard&#039;s parade tunic&lt;br /&gt;
+62:	s16	Super Jet-Pack&lt;br /&gt;
+64:	s16	Piece of the Crystal of Celebration&lt;br /&gt;
+66:	s16	Pisto-Laser in working condition&lt;br /&gt;
+68:	s16	Green Ring of Lightning&lt;br /&gt;
+6A:	s16	Red Ring of Lightning&lt;br /&gt;
+6C:	s16	Ring of Lightning, level Fire&lt;br /&gt;
+6E:	s16	Lucky clover leaf&lt;br /&gt;
+70:	s16	Darts&lt;br /&gt;
+72:	s16	Piece of wall&lt;br /&gt;
+74:	s16	Laser&lt;br /&gt;
+76:	s16	Laser collision&lt;br /&gt;
+78:	s16	Powerfull laser&lt;br /&gt;
+7A:	s16	Big black lump&lt;br /&gt;
+7C:	s16	Small black lump&lt;br /&gt;
+7E:	s16	Flat black lump&lt;br /&gt;
+80:	s16	Small black lump&lt;br /&gt;
+82:	s16	Eye-like green-turquoise thing&lt;br /&gt;
+84:	s16	Green transparent rhombus&lt;br /&gt;
+86:	s16	Red transparent rhombus&lt;br /&gt;
+88:	s16	Red transparent cube&lt;br /&gt;
+8A:	s16	Flat black rhombus&lt;br /&gt;
+8C:	s16	Crab&lt;br /&gt;
+8E:	s16	White ball&lt;br /&gt;
+90:	s16	Red ball&lt;br /&gt;
+92:	s16	Green piece of wall&lt;br /&gt;
+94:	s16	Green piece of wall - zigzag&lt;br /&gt;
+96:	s16	Green piece of wall - stick&lt;br /&gt;
+98:	s16	Green piece of wall - zigzag small&lt;br /&gt;
+9A:	s16	Franco soldier&lt;br /&gt;
+A0:	s16	Franco soldier&lt;br /&gt;
+A2:	s16	Green folded flat thing 1&lt;br /&gt;
+A4:	s16	Green folded flat thing 2&lt;br /&gt;
+A6:	s16	Green folded flat thing 3&lt;br /&gt;
+A8:	s16	Green folded flat thing 4&lt;br /&gt;
+AA:	s16	Green folded flat thing 5&lt;br /&gt;
+AC:	s16	Green folded flat thing 6&lt;br /&gt;
+AE:	s16	Green folded flat thing 7&lt;br /&gt;
+B0:	s16	Green folded flat thing 8&lt;br /&gt;
+B2:	s16	Propellant&lt;br /&gt;
+B4:	s16	Box&lt;br /&gt;
+B6:	s16	Stick&lt;br /&gt;
+B8:	s16	Flat piece 1&lt;br /&gt;
+BA:	s16	Flat piece 2&lt;br /&gt;
+BC:	s16	Flat piece 3&lt;br /&gt;
+BE:	s16	Flat piece 4&lt;br /&gt;
+C0:	s16	Yellow-blue pillar&lt;br /&gt;
+C2:	s16	Green-sandy flat piece&lt;br /&gt;
+C4:	s16	Yellow-turquoise stick&lt;br /&gt;
+C6:	s16	Yellow-turquoise thin lump&lt;br /&gt;
+C8:	s16	Eye-like brown thing&lt;br /&gt;
+CA:	s16	Missile&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
+1F6:	s16	Clover leafs&lt;br /&gt;
+1F8:	s16	???&lt;br /&gt;
+1FA:	s16	Rain flag. If set 0x01 it&#039;s raining otherwise no. // could have other things&lt;br /&gt;
+1FC:	s16	??? If set he fill the inventory with lots of Holomaps&lt;br /&gt;
+1FD:	byte	??? &lt;br /&gt;
+1FE:	byte	??? If set 0x01 you can talk, otherwise no.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
+250:	byte	Behavior&lt;br /&gt;
		  00: Normal&lt;br /&gt;
		  01: Athletic&lt;br /&gt;
		  02: Agressive&lt;br /&gt;
		  03: Discrete&lt;br /&gt;
		  04: Twinsen with Protopack &lt;br /&gt;
		  05: Twinsen and Zoé&lt;br /&gt;
		  06: Twinsen with Horn of Blue Triton&lt;br /&gt;
		  07: Twinsen with space suit&lt;br /&gt;
		  08: Twinsen with Super jetpack&lt;br /&gt;
		  09: Twinsen with space suit (Athletic mode)&lt;br /&gt;
		  0A: Twinsen with space suit (Normal mode)&lt;br /&gt;
		  0B: Twinsen with space suit (Athletic mode)&lt;br /&gt;
		  0C: Twinsen with car&lt;br /&gt;
		  0D: Twinsen X-Rayed&lt;br /&gt;
		   &amp;gt; will crashed the game&lt;br /&gt;
&lt;br /&gt;
+251:	s16	Kashes, maximun value = 65535&lt;br /&gt;
+253:	s16	Zlitos, maximun value = 65535 &lt;br /&gt;
+255:	byte	Magic level&lt;br /&gt;
		  00: Without Magic Ball&lt;br /&gt;
		  01: Yellow Magic Ball&lt;br /&gt;
		  02: Green Magic Ball&lt;br /&gt;
		  03: Red Magic Ball&lt;br /&gt;
		  04: Fire Magic Ball&lt;br /&gt;
		   &amp;gt; the game will not handle this right&lt;br /&gt;
&lt;br /&gt;
+256:	byte	Magicpower, maximum values = 80 (20 * magic level)&lt;br /&gt;
+257:	byte	Keys&lt;br /&gt;
+258:	s16	Clover boxes&lt;br /&gt;
+25A:      s32  ScenePosX&lt;br /&gt;
+25E:      s32  ScenePosY&lt;br /&gt;
+262:      s32  ScenePosY&lt;br /&gt;
+266:      s32  CubePosX&lt;br /&gt;
+26A:      s32  CubePosY&lt;br /&gt;
+26E:      s32  CubePosZ&lt;br /&gt;
+26F:	byte	Weapon&lt;br /&gt;
+270:	s32	Game timestamp&lt;br /&gt;
+274:	byte	Actor Id being followed (usually Twinsen) &lt;br /&gt;
+275:	byte Current Behaviour&lt;br /&gt;
+276:	byte Current Body/Model&lt;br /&gt;
&lt;br /&gt;
The holomap section below seem to start write after the above byte +276.&lt;br /&gt;
&lt;br /&gt;
	Holomap (follows the area code)&lt;br /&gt;
	Format:&lt;br /&gt;
                ........  bitfield&lt;br /&gt;
                |||||||\_ activation bit&lt;br /&gt;
                ||||||\__ if the location has been asked about or not&lt;br /&gt;
                |||||\___ inside/outside mode (for outside scenes)&lt;br /&gt;
                ||||\____ unused&lt;br /&gt;
                |||\_____ unused&lt;br /&gt;
                ||\______ unused&lt;br /&gt;
                |\_______ unused&lt;br /&gt;
                \________ unused&lt;br /&gt;
&lt;br /&gt;
+2AC:	byte	Citadel Island, Twinsen&#039;s house (room #2)&lt;br /&gt;
+2AD:	byte	Citadel Island, Twinsen&#039;s house Secret scene (room #3)&lt;br /&gt;
+2AE:	byte	Citadel Island, Tralu 1st scene (room #4)&lt;br /&gt;
+2AF:	byte	Citadel Island, Tavern (room #5)&lt;br /&gt;
+2B0:	byte	Citadel Island, Cellar of the Tavern (room #6)&lt;br /&gt;
+2B1:	byte	Citadel Island, Baggage claim building, 1st scene (room #7)&lt;br /&gt;
+2B2:	byte	Citadel Island, Baggage claim building, 2st scene (room #8)&lt;br /&gt;
+2B3:	byte	Citadel Island, Mr. Paul House (room #9)&lt;br /&gt;
+2B4:	byte	Citadel Island, Ticket office (room #10)&lt;br /&gt;
+2B5:	byte	Citadel Island, Neighbor&#039;s house (room #11)&lt;br /&gt;
+2B6:	byte	White Leaf Desert, Temple of Bú, 1st scene (room #12)&lt;br /&gt;
+2B7:	byte	White Leaf Desert, Temple of Bú, 2nd scene (room #13)&lt;br /&gt;
+2B8:	byte	White Leaf Desert, Esmer Base (room #14)&lt;br /&gt;
+2B9:	byte	Emerald Moon, Outside Baldino&#039;s cell(room #15)&lt;br /&gt;
+2BA:	byte	Citadel Island, Shop (room #16)&lt;br /&gt;
+2BB:	byte	Citadel Island, Miss Bloop&#039;s Private Museum (room #17)&lt;br /&gt;
+2BC:	byte	Citadel Island, Baggage claim building Secret scene, 3st scene (room #18)&lt;br /&gt;
+2BD:	byte	Citadel Island, Sewer (below Downtown) (room #19)&lt;br /&gt;
+2BE:	byte	Citadel Island, Sewer Secret scene (room #20)&lt;br /&gt;
+2BF:	byte	Citadel Island, Tralu 2nd scene (room #21)&lt;br /&gt;
+2C0:	byte	Citadel Island, Tralu 3rd scene (room #22)&lt;br /&gt;
+2C1:	byte	Citadel Island, Tent of the Weather Wizard (room #23)&lt;br /&gt;
+2C2:	byte	Citadel Island, Downtown Pharmacy (room #24)&lt;br /&gt;
+2C3:	byte	Emerald Moon, next to outside Baldino&#039;s cell (room #25)&lt;br /&gt;
+2C4:	byte	White Leaf Desert, Hacienda, 1st scene (room #26)&lt;br /&gt;
+2C5:	byte	White Leaf Desert, Turkish bath (women) (room #27)&lt;br /&gt;
+2C6:	byte	Citadel Island, Dome of the Slate (room #28)&lt;br /&gt;
+2C7:	byte	White Leaf Desert, School of Magic, 2nd scene (room #29)&lt;br /&gt;
+2C8:	byte	White Leaf Desert, School of Magic, 1st scene (room #30)&lt;br /&gt;
+2C9:	byte	White Leaf Desert, Hacienda, 2st scene (room #31)&lt;br /&gt;
+2CA:	byte	White Leaf Desert, Turkish bath (men) (room #32)&lt;br /&gt;
+2CB:	byte	Emerald Moon, entrance diamond shape building (room #33)&lt;br /&gt;
+2CC:	byte	White Leaf Desert, Secret passage in Turkish bath (mans) (room #34)&lt;br /&gt;
+2CD:	byte	White Leaf Desert, School of Magic training room (room #35)&lt;br /&gt;
+2CE:	byte	Citadel Island, Sendell&#039;s ball room (room #36)&lt;br /&gt;
+2CF:	byte	White Leaf Desert, House of Ker&#039;aooc the Healer (room #37)&lt;br /&gt;
+2D0:	byte	White Leaf Desert, Bazaar (room #38)&lt;br /&gt;
+2D1:	byte	Citadel Island, School (room #39)&lt;br /&gt;
+2D2:	byte	White Leaf Desert, J. Baldino&#039;s House (room #40)&lt;br /&gt;
+2D3:	byte	White Leaf Desert, Bar (room #41)&lt;br /&gt;
+2D4:	byte	White Leaf Desert, Ticket office (room #42)&lt;br /&gt;
+2D5:	byte	White Leaf Desert, Esmer Shuttle (room #43)&lt;br /&gt;
+2D6:	byte	Citadel Island, near Tavern&lt;br /&gt;
+2D7:	byte	Citadel Island, near the Harbor&lt;br /&gt;
+2D8:	byte	Citadel Island, outside the Dome of the Slate&lt;br /&gt;
+2D9:	byte	Citadel Island, near the tent of the Weather Wizard&lt;br /&gt;
+2DA:	byte	Citadel Island, near Lighthouse&lt;br /&gt;
+2DB:	byte	Citadel Island, at the Sendell&#039;s sign&lt;br /&gt;
+2DC:	byte	Citadel Island, downstairs the sewer grid&lt;br /&gt;
+2DD:	byte	Citadel Island, near Dino-Fly&lt;br /&gt;
+2DE:	byte	Citadel Island, at the Cliffs of the Woodbridge&lt;br /&gt;
+2DF:	byte	Citadel Island, Spider Cave (room #44)&lt;br /&gt;
+2E0:	byte	Emerald Moon, entrance circle symbol building (room #45)&lt;br /&gt;
+2E0:	byte	Emerald Moon, entrance X symbol building (room #46)&lt;br /&gt;
+2E1:	byte	Emerald Moon, Baldino&#039;s cell (room #47) &lt;br /&gt;
+2E2:	byte	White Leaf Desert, near Dino-fly&lt;br /&gt;
+2E3:	byte	White Leaf Desert, near the Camel&lt;br /&gt;
+2E4:	byte	White Leaf Desert, at the Von Kournil tour&lt;br /&gt;
+2E5:	byte	White Leaf Desert, near Von Kournil tour&lt;br /&gt;
+2E6:	byte	White Leaf Desert, near Lighthouse&lt;br /&gt;
+2E7:	byte	White Leaf Desert, near J. Baldino&#039;s House&lt;br /&gt;
+2E8:	byte	White Leaf Desert, at the School of Magic&lt;br /&gt;
+2E9:	byte	White Leaf Desert, near car jump&lt;br /&gt;
+2EA:	byte	White Leaf Desert, near Temple of Bù&lt;br /&gt;
+2EB:	byte	White Leaf Desert, at the Bell&lt;br /&gt;
+2EC:	byte	White Leaf Desert, near Esmer Shuttle&lt;br /&gt;
+2ED:	byte	White Leaf Desert, near Bald Mountain&lt;br /&gt;
+2EF:	byte	White Leaf Desert, at the Temple of Bù&lt;br /&gt;
+2F0:	byte	White Leaf Desert, near Temple of Bù&lt;br /&gt;
+2F1:	byte	White Leaf Desert, near to the Perl of Incandescence entrance&lt;br /&gt;
+2F2:	byte	White Leaf Desert, near Esmer Shuttle&lt;br /&gt;
+2F3:	byte	White Leaf Desert, near Bald Mountain&lt;br /&gt;
+2F4:	byte	White Leaf Desert, near Bald Mountain&lt;br /&gt;
+2F5:	byte	White Leaf Desert, at the island across from the Hacienda&lt;br /&gt;
+2F6:	byte	Emerald Moon, somewhere in Emerald Moon&lt;br /&gt;
+2F7:	byte	Emerald Moon, near circle entrance&lt;br /&gt;
+2F8:	byte	Emerald Moon, somewhere in Emerald Moon&lt;br /&gt;
+2F9:	byte	Emerald Moon, near square entrance&lt;br /&gt;
+2FA:	byte	Otringal, Emperor&#039;s palace departure room (room #48)&lt;br /&gt;
+2FB:	byte	Otringal, Emperor&#039;s palace 1st room (room #49)&lt;br /&gt;
+2FC:	byte	Otringal, Emperor&#039;s palace last room (room #50)&lt;br /&gt;
+2FD:	byte	Otringal, the Imperial Hotel (room #51)&lt;br /&gt;
+2FE:	byte	Otringal, the elevators to the Lower City (room #52)&lt;br /&gt;
+2FF:	byte	Otringal, Prison entrance (room #53)&lt;br /&gt;
+300:	byte	Otringal Prison (room #54)&lt;br /&gt;
+301:	byte	Otringal, control tower entrance (room #55)&lt;br /&gt;
+302:	byte	Otringal, the space port (room #56)&lt;br /&gt;
+303:	byte	Otringal, near Harbor&lt;br /&gt;
+304:	byte	Otringal, the Upper City scene&lt;br /&gt;
+305:	byte	Otringal, the Lower City scene&lt;br /&gt;
+306:	byte	Otringal, the Prison Exit scene&lt;br /&gt;
+307:	byte	Otringal, the scene outside the Emperor&#039;s palace&lt;br /&gt;
+308:	byte	Otringal, the space port scene&lt;br /&gt;
+309:	byte	Celebration Island, inside the temple (room #57)&lt;br /&gt;
+30A:	byte	Empty water outside scene&lt;br /&gt;
+30B:	byte	Celebration Island, the only outside scene&lt;br /&gt;
+30C:	byte	Wannies Island, the city outside scene&lt;br /&gt;
+30D:	byte	Wannies Island, the ferryman landing place scene&lt;br /&gt;
+30E:	byte	Wannies Island, the scene near the Elevator&lt;br /&gt;
+30F:	byte	Wannies Island, the scene near the entrance of the mine&lt;br /&gt;
+310:	byte	Wannies Island, the mine, 2nd room (room #58)&lt;br /&gt;
+311:	byte	Wannies Island, the house of the firefly tart-giving family (room #59)&lt;br /&gt;
+312:	byte	Mosquibees Island, the scene on the bridge&lt;br /&gt;
+313:	byte	Mosquibees Island, the scene on top of the mountain&lt;br /&gt;
+314:	byte	Mosquibees Island, the Mosquibee Queen&#039;s throne (room #60)&lt;br /&gt;
+315:	byte	Mosquibees Island, the arrival scene&lt;br /&gt;
+316:	byte	Mosquibees Island, the maze (room #61)&lt;br /&gt;
+317:	byte	Francos Island, the platform scene&lt;br /&gt;
+318:	byte	Francos Island, the scene outside the factory&lt;br /&gt;
+319:	byte	Francos Island, the village scene&lt;br /&gt;
+31A:	byte	Francos Island, the arrival scene&lt;br /&gt;
+31B:	byte	Wannies Island, the mine, 3rd room (room #62)&lt;br /&gt;
+31C:	byte	Wannies Island, near the temple on the main (room #63)&lt;br /&gt;
+31D:	byte	White Leaf Desert, Pearl of Incandescence room (room #64)&lt;br /&gt;
+31E:	byte	White Leaf Desert, Esmer shuttle (room #65)&lt;br /&gt;
+31F:	byte	Emerald Moon, Esmer shuttle (room #66)&lt;br /&gt;
+320:	byte	Wannies Island, the monk house (room #67)&lt;br /&gt;
+321:	byte	Wannies Island, mine temple (room #68)&lt;br /&gt;
+322:	byte	Wannies Island, the city (room #69)&lt;br /&gt;
+323:	byte	Wannies Island, the way to the city temple (room #70)&lt;br /&gt;
+324:	byte	The Elevator Platform Island, the only scene&lt;br /&gt;
+325:	byte	Wannies Island, the city temple (room #71)&lt;br /&gt;
+326:	byte	Wannies Island, the mine, 1st room (room #72)&lt;br /&gt;
+327:	byte	Wannies Island, inside the elevator (room #73)&lt;br /&gt;
+328:	byte	Wannies Island, the box transport building (room #74)&lt;br /&gt;
+329:	byte	Wannies Island, Building Company (room #75)&lt;br /&gt;
+32A:	byte	Wannies Island, Warehouse (room #76)&lt;br /&gt;
+32B:	byte	White Leaf Desert, Temple of Bù Secret passage (room #77)&lt;br /&gt;
+32C:	byte	Mosquibees Island, Bee test room (room #78)&lt;br /&gt;
+32D:	byte	Island Under Celebration, the hide out (room #79)&lt;br /&gt;
+32E:	byte	Island Under Celebration, the hide out scene&lt;br /&gt;
+32F:	byte	Island Under Celebration, the upper scene&lt;br /&gt;
+330:	byte	Island Under Celebration, the arrival scene&lt;br /&gt;
+331:	byte	Otringal, Casino jackpot room (room #80)&lt;br /&gt;
+332:	byte	Otringal, Bar backstage (room #81)&lt;br /&gt;
+333:	byte	Otringal, Casino entrance (room #82)&lt;br /&gt;
+334:	byte	Otringal, Bar entrance (room #83)&lt;br /&gt;
+335:	byte	Otringal, Bar - Rick&#039;s room (room #84)&lt;br /&gt;
+336:	byte	Otringal, the Twinsen and Baldino crash site&lt;br /&gt;
+337:	byte	Otringal, the lowest elevators (room #85)&lt;br /&gt;
+338:	byte	Francos gazogem factory, 1st room (room #86)&lt;br /&gt;
+339:	byte	Francos gazogem factory, 2nd room (room #87)&lt;br /&gt;
+33A:	byte	Francos gazogem factory, 3rd room (room #88)&lt;br /&gt;
+33B:	byte	Francos gazogem factory, 4th room (room #89)&lt;br /&gt;
+33C:	byte	Francos Island, the guard post near the platform entrance&lt;br /&gt;
+33D:	byte	Francos gazogem factory, 1st secret room (room #91)&lt;br /&gt;
+33E:	byte	Francos gazogem factory, 2nd secret room (room #92)&lt;br /&gt;
+33F:	byte	Otringal, the Twinsunian souvenir shop (room #93)&lt;br /&gt;
+340:	byte	Otringal, the Dissidents&#039; hide out (room #94)&lt;br /&gt;
+341:	byte	Mosquibees Island, the passage to the fragment (room #95)&lt;br /&gt;
+342:	byte	Otringal, the elevator to the Upper City (room #96)&lt;br /&gt;
+343:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #97)&lt;br /&gt;
+344:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #98)&lt;br /&gt;
+345:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #99)&lt;br /&gt;
+346:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #100)&lt;br /&gt;
+347:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #101)&lt;br /&gt;
+348:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #102)&lt;br /&gt;
+349:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #103)&lt;br /&gt;
+34A:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #104)&lt;br /&gt;
+34B:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #105)&lt;br /&gt;
+34C:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #106)&lt;br /&gt;
+34D:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #107)&lt;br /&gt;
+34E:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #108)&lt;br /&gt;
+34F:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #109)&lt;br /&gt;
+350:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #110)&lt;br /&gt;
+351:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #111)&lt;br /&gt;
+352:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #112)&lt;br /&gt;
+353:	byte	Emerald Moon, entrance triangle symbol room (room #113)&lt;br /&gt;
+354:	byte	Emerald Moon, entrance square symbol room (room #114)&lt;br /&gt;
+355:	byte	Otringal, Bathroom in the Imperial Hotel (room #115)&lt;br /&gt;
+356:	byte	Otringal, Imperial Hotel, 2nd room (room #116)&lt;br /&gt;
+357:	byte	Francos Island, Shop (room #117)&lt;br /&gt;
+358:	byte	Francos Island, Tavern (room #118)&lt;br /&gt;
+359:	byte	Francos Island, Scientist&#039;s house (room #119)&lt;br /&gt;
+35A:	byte	Francos Island, Nursery (room #120)&lt;br /&gt;
+35B:	byte	Francos Island, Burgermaster&#039;s house (room #121)&lt;br /&gt;
+35C:	byte	Mosquibees Island, the passage to Island CX (room #122)&lt;br /&gt;
+35D:	byte	Island CX, Stairs in the control tower (room #123)&lt;br /&gt;
+35E:	byte	Island CX, Control tower (room #124)&lt;br /&gt;
+35F:	byte	Island CX, the only outside scene&lt;br /&gt;
+360:	byte	Island CX, Secret passage (room #126)&lt;br /&gt;
+361:	byte	Island CX, Room in the emperor (room #127)&lt;br /&gt;
+362:	byte	Island CX, Esmer Shuttle (room #128)&lt;br /&gt;
+363:	byte	The protection spell cave, 1st scene (room #129)&lt;br /&gt;
+364:	byte	The protection spell cave, 2nd scene (room #130)&lt;br /&gt;
+365:	byte	The Dark Monk statue, the wizards, 1st scene (room #131)&lt;br /&gt;
+366:	byte	The Dark Monk statue, the top, 2nd scene (room #132)&lt;br /&gt;
+367:	byte	The Dark Monk statue, 3rd scene (room #133)&lt;br /&gt;
+368:	byte	The Dark Monk statue, 4th scene (last) (room #134)&lt;br /&gt;
+369:	byte	Otringal, Esmer shuttle (room #137)&lt;br /&gt;
+36A:	byte	Empty lava outside scene&lt;br /&gt;
+36B:	byte	White Leaf Desert, Esmer shuttle (room #137)&lt;br /&gt;
+36C:	byte	The Dark Monk statue Secret scene (room #138)&lt;br /&gt;
+36D:	byte	Demo Scene - Citadel Island, Twinsen&#039;s House (room #139)&lt;br /&gt;
+36E:	byte	Demo Scene - Citadel Island, Twinsen&#039;s house Secret room (room #140)&lt;br /&gt;
+36F:	byte	Demo Scene - Citadel Island, near Dino-Fly&lt;br /&gt;
+370:	byte	Demo Scene - Citadel Island, Twinsen &amp;amp; Zoé walking to Lighthouse.&lt;br /&gt;
+371:	byte	Demo Scene - Citadel Island, Harbor&lt;br /&gt;
+372:	byte	Demo Scene - White Leaf Desert, near Lighhouse&lt;br /&gt;
+373:	byte	Demo Scene - White Leaf Desert, Harbor&lt;br /&gt;
+374:	byte	Demo Scene - White Leaf Desert, city center 1 &lt;br /&gt;
+375:	byte	Demo Scene - White Leaf Desert, city center 2 &lt;br /&gt;
+376:	byte	Demo Scene - White Leaf Desert, School of Magic&lt;br /&gt;
+377:	byte	Demo Scene - Citadel Island, Dome of the Slate (room #141)&lt;br /&gt;
+378:	byte	Demo Scene - White Leaf Desert, arrived with Dino-Fly&lt;br /&gt;
+379:	byte	Demo Scene - Franco Island, harbor &lt;br /&gt;
+37A:	byte	Demo Scene - Desert Island, near temple park &lt;br /&gt;
+37B:	byte	Demo Scene - Emerald Moon&lt;br /&gt;
+37C:	byte	Demo Scene - White Leaf Desert, Temple of Bù (room #142)&lt;br /&gt;
+37D:	byte	Demo Scene - Otringal, harbor&lt;br /&gt;
+37E:	byte	Demo Scene - Otringal, Casino (room #143)&lt;br /&gt;
+37F:	byte	Demo Scene - Otringal, religion preaching &lt;br /&gt;
+380:	byte	Demo Scene - Franco Island, arrival &lt;br /&gt;
+381:	byte	Demo Scene - Wannies Island, elevators&lt;br /&gt;
+382:	byte	Demo Scene - Wannies Island, the mine (room #144)&lt;br /&gt;
+383:	byte	Demo Scene - Mosquibees Island, the Mosquibee Queen&#039;s throne (room #145)&lt;br /&gt;
+384:	byte	Demo Scene - Mosquibees Island, the bridge &lt;br /&gt;
+385:	byte	Demo Scene - Otringal, Emperor&#039;s palace room (room #146)&lt;br /&gt;
+386:	byte	Demo Scene - The Dark Monk statue (last) (room #147)&lt;br /&gt;
+387:	byte	Demo Scene - Island Under Celebration&lt;br /&gt;
+388:	byte	Demo Scene - White Leaf Desert, Esmer Base (room #148)&lt;br /&gt;
+389:	byte	Demo Scene - Otringal (room #149)&lt;br /&gt;
&lt;br /&gt;
	Inventory data: 10 bytes for each inventory item&lt;br /&gt;
There are 40 items, so we will have 400 bytes from this line.&lt;br /&gt;
For each:&lt;br /&gt;
	0: s32 Magic Points&lt;br /&gt;
	4: s32 Inventory linked flag&lt;br /&gt;
	8: s16 3D Body/Model Id&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there is more data, read the following.&lt;br /&gt;
There seem to be statistics flags saved.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
+656:	s16	Twinsen West&amp;lt;-&amp;gt;East position in the scene&lt;br /&gt;
+658:	s16	unused&lt;br /&gt;
+65A:	s16	Twinsen Height in the scene&lt;br /&gt;
+65C:	s16	unused&lt;br /&gt;
+65E:	s16	Twinsen North&amp;lt;-&amp;gt;South position in the scene&lt;br /&gt;
+660:	s16	unused&lt;br /&gt;
+662:	s16	unused&lt;br /&gt;
+664:	s16	unused&lt;br /&gt;
+666:	s16	Angle of facing, Min = 0 (SW) (counter clock wise)&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ SCENES CODES ] -----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
---[Celebration Island]---&lt;br /&gt;
&lt;br /&gt;
5D: Inside the temple (room #57)&lt;br /&gt;
5F: The only outside scene&lt;br /&gt;
B9: The Dark Monk statue, the wizards, 1st scene (room #131)&lt;br /&gt;
BA: The Dark Monk statue, the top, 2nd scene (room #132)&lt;br /&gt;
BB: The Dark Monk statue, 3rd scene (room #133)&lt;br /&gt;
BC: The Dark Monk statue, 4th scene (last) (room #134)&lt;br /&gt;
C0: The Dark Monk statue, Secret scene (room #138)&lt;br /&gt;
DB: Demo Scene - The Dark Monk statue (last) (room #147)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Citadel Island]---&lt;br /&gt;
&lt;br /&gt;
00: Twinsen&#039;s house (room #2)&lt;br /&gt;
01: Twinsen&#039;s house Secret scene (room #3)&lt;br /&gt;
02: Tralu 1st scene (room #4)&lt;br /&gt;
03: Tavern (room #5)&lt;br /&gt;
04: Cellar of the Tavern (room #6)&lt;br /&gt;
05: Baggage claim building, 1st scene (room #7)&lt;br /&gt;
06: Baggage claim building, 2st scene (room #8)&lt;br /&gt;
07: Mr. Paul House (room #9)&lt;br /&gt;
08: Ticket office (room #10)&lt;br /&gt;
09: Neighbor&#039;s house (room #11)&lt;br /&gt;
0E: Shop (room #16)&lt;br /&gt;
0F: Miss Bloop&#039;s Private Museum (room #17)&lt;br /&gt;
10: Baggage claim building Secret scene, 3st scene (room #18)&lt;br /&gt;
11: Sewer (below Downtown) (room #19)&lt;br /&gt;
12: Sewer Secret scene (room #20)&lt;br /&gt;
13: Tralu 2nd scene (room #21)&lt;br /&gt;
14: Tralu 3rd scene (room #22)&lt;br /&gt;
15: Tent of the Weather Wizard (room #23)&lt;br /&gt;
16: Downtown Pharmacy (room #24)&lt;br /&gt;
1A: Dome of the Slate (room #28)&lt;br /&gt;
22: Sendell&#039;s ball room (room #36)&lt;br /&gt;
25: School (room #39) &lt;br /&gt;
2A: Near Tavern&lt;br /&gt;
2B: Near the Harbor&lt;br /&gt;
2C: Outside the Dome of the Slate&lt;br /&gt;
2D: Near the tent of the Weather Wizard&lt;br /&gt;
2E: Near Lighthouse&lt;br /&gt;
2F: At the Sendell&#039;s sign&lt;br /&gt;
30: Downstairs the sewer grid&lt;br /&gt;
31: Near Dino-Fly &lt;br /&gt;
32: At the Cliffs of the Woodbridge&lt;br /&gt;
33: Spider Cave (room #44)&lt;br /&gt;
C1: Demo Scene - Twinsen&#039;s House (room #139)&lt;br /&gt;
C2: Demo Scene - Twinsen&#039;s house Secret room (room #140)&lt;br /&gt;
C3: Demo Scene - Near Dino-Fly&lt;br /&gt;
C4: Demo Scene - Twinsen &amp;amp; Zoé walking to Lighthouse.&lt;br /&gt;
C5: Demo Scene - Harbor&lt;br /&gt;
CB: Demo Scene - Dome of the Slate (room #141)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Emerald Moon]---&lt;br /&gt;
&lt;br /&gt;
0D: Outside Baldino&#039;s cell(room #15)&lt;br /&gt;
17: Next to outside Baldino&#039;s cell (room #25)&lt;br /&gt;
1F: Entrance diamond shape building (room #33)&lt;br /&gt;
34: Entrance circle symbol building (room #45)&lt;br /&gt;
35: Entrance X symbol building (room #46)&lt;br /&gt;
36: Baldino&#039;s cell (room #47) &lt;br /&gt;
4A: Somewhere in Emerald Moon&lt;br /&gt;
4B: Near circle entrance&lt;br /&gt;
4C: Somewhere in Emerald Moon&lt;br /&gt;
4D: Near square entrance&lt;br /&gt;
73: Esmer shuttle (room #66)&lt;br /&gt;
A7: Entrance triangle symbol room (room #113)&lt;br /&gt;
A8: Entrance square symbol room (room #114)&lt;br /&gt;
CF: Demo Scene&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Francos Island]---&lt;br /&gt;
&lt;br /&gt;
6B: The platform scene&lt;br /&gt;
6C: The scene outside the factory&lt;br /&gt;
6D: The village scene&lt;br /&gt;
6E: The arrival scene&lt;br /&gt;
8C: Francos gazogem factory, 1st room (room #86)&lt;br /&gt;
8D: Francos gazogem factory, 2nd room (room #87)&lt;br /&gt;
8E: Francos gazogem factory, 3rd room (room #88)&lt;br /&gt;
8F: Francos gazogem factory, 4th room (room #89)&lt;br /&gt;
90: The guard post near the platform entrance&lt;br /&gt;
91: Francos gazogem factory, 1st secret room (room #91)&lt;br /&gt;
92: Francos gazogem factory, 2nd secret room (room #92)&lt;br /&gt;
AB: Shop (room #117)&lt;br /&gt;
AC: Tavern (room #118)&lt;br /&gt;
AD: Scientist&#039;s house (room #119)&lt;br /&gt;
AE: Nursery (room #120)&lt;br /&gt;
AF: Burgermaster&#039;s house (room #121)&lt;br /&gt;
CD: Demo Scene - Harbor &lt;br /&gt;
D5: Demo Scene - Arrival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Island CX]---&lt;br /&gt;
&lt;br /&gt;
B1: Stairs in the control tower (room #123)&lt;br /&gt;
B2: Control tower (room #124)&lt;br /&gt;
B3: Outside scene&lt;br /&gt;
B4: Secret passage (room #126)&lt;br /&gt;
B5: Room in the emperor (room #127)&lt;br /&gt;
B6: Esmer Shuttle (room #128)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Island Under Celebration]---&lt;br /&gt;
&lt;br /&gt;
81: The hide out (room #79)&lt;br /&gt;
82: The hide out scene&lt;br /&gt;
83: The upper scene&lt;br /&gt;
84: The arrival scene&lt;br /&gt;
DC: Demo Scene&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Mosquibees Island]---&lt;br /&gt;
&lt;br /&gt;
66: The scene on the bridge&lt;br /&gt;
67: The scene on top of the mountain&lt;br /&gt;
68: The Mosquibee Queen&#039;s throne (room #60)&lt;br /&gt;
69: The arrival scene&lt;br /&gt;
6A: The maze (room #61)&lt;br /&gt;
80: Bee test room (room #78)&lt;br /&gt;
95: The passage to the fragment (room #95)&lt;br /&gt;
B0: The passage to Island CX (room #122)&lt;br /&gt;
D8: Demo Scene - The Mosquibee Queen&#039;s throne (room #145)&lt;br /&gt;
D9: Demo Scene - The bridge &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Otringal]---&lt;br /&gt;
&lt;br /&gt;
4E: Emperor&#039;s palace departure room (room #48)&lt;br /&gt;
4F: Emperor&#039;s palace 1st room (room #49)&lt;br /&gt;
50: Emperor&#039;s palace last room (room #50)&lt;br /&gt;
51: The Imperial Hotel (room #51)&lt;br /&gt;
52: The elevators to the Lower City (room #52)&lt;br /&gt;
53: Prison entrance (room #53)&lt;br /&gt;
54: Prison (room #54)&lt;br /&gt;
55: Control tower entrance (room #55)&lt;br /&gt;
56: The space port (room #56)&lt;br /&gt;
57: Near Harbor&lt;br /&gt;
58: The Upper City scene&lt;br /&gt;
59: The Lower City scene&lt;br /&gt;
5A: The Prison Exit scene&lt;br /&gt;
5B: The scene outside the Emperor&#039;s palace&lt;br /&gt;
5C: The space port scene&lt;br /&gt;
85: Casino jackpot room (room #80)&lt;br /&gt;
86: Bar backstage (room #81)&lt;br /&gt;
87: Casino entrance (room #82)&lt;br /&gt;
88: Bar entrance (room #83)&lt;br /&gt;
89: Bar - Rick&#039;s room (room #84)&lt;br /&gt;
8A: the Twinsen and Baldino crash site&lt;br /&gt;
8B: The lowest elevators (room #85)&lt;br /&gt;
93: The Twinsunian souvenir shop (room #93)&lt;br /&gt;
94: The Dissidents&#039; hide out (room #94)&lt;br /&gt;
96: The elevator to the Upper City (room #96)&lt;br /&gt;
97: One of the rooms in the Emperor&#039;s palace (room #97)&lt;br /&gt;
98: One of the rooms in the Emperor&#039;s palace (room #98)&lt;br /&gt;
99: One of the rooms in the Emperor&#039;s palace (room #99)&lt;br /&gt;
9A: One of the rooms in the Emperor&#039;s palace (room #100)&lt;br /&gt;
9B: One of the rooms in the Emperor&#039;s palace (room #101)&lt;br /&gt;
9C: One of the rooms in the Emperor&#039;s palace (room #102)&lt;br /&gt;
9D: One of the rooms in the Emperor&#039;s palace (room #103)&lt;br /&gt;
9E: One of the rooms in the Emperor&#039;s palace (room #104)&lt;br /&gt;
9F: One of the rooms in the Emperor&#039;s palace (room #105)&lt;br /&gt;
A0: One of the rooms in the Emperor&#039;s palace (room #106)&lt;br /&gt;
A1: One of the rooms in the Emperor&#039;s palace (room #107)&lt;br /&gt;
A2: One of the rooms in the Emperor&#039;s palace (room #108)&lt;br /&gt;
A3: One of the rooms in the Emperor&#039;s palace (room #109)&lt;br /&gt;
A4: One of the rooms in the Emperor&#039;s palace (room #110)&lt;br /&gt;
A5: One of the rooms in the Emperor&#039;s palace (room #111)&lt;br /&gt;
A6: One of the rooms in the Emperor&#039;s palace (room #112)&lt;br /&gt;
A9: Bathroom in the Imperial Hotel (room #115)&lt;br /&gt;
AA: Imperial Hotel, 2nd room (room #116)&lt;br /&gt;
BD: Esmer shuttle (room #137)&lt;br /&gt;
D2: Demo Scene - Harbor&lt;br /&gt;
D3: Demo Scene - Casino (room #143)&lt;br /&gt;
D4: Demo Scene - Religion preaching &lt;br /&gt;
DA: Demo Scene - Emperor&#039;s palace room (room #146)&lt;br /&gt;
DF: Demo Scene - (room #149)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[The Elevator Platform Island]---&lt;br /&gt;
&lt;br /&gt;
78: The only scene&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Wannies Island]---&lt;br /&gt;
&lt;br /&gt;
60: The city outside scene&lt;br /&gt;
61: The ferryman landing place scene&lt;br /&gt;
62: The scene near the Elevator&lt;br /&gt;
63: The scene near the entrance of the mine&lt;br /&gt;
64: The mine, 2nd room (room #58)&lt;br /&gt;
65: The house of the firefly tart-giving family (room #59)&lt;br /&gt;
6F: The mine, 3rd room (room #62)&lt;br /&gt;
70: Near the temple on the main (room #63)&lt;br /&gt;
74: The monk house (room #67)&lt;br /&gt;
75: Mine temple (room #68)&lt;br /&gt;
76: The city (room #69)&lt;br /&gt;
77: The way to the city temple (room #70)&lt;br /&gt;
79: The city temple (room #71)&lt;br /&gt;
7A: The mine, 1st room (room #72)&lt;br /&gt;
7B: Inside the elevator (room #73)&lt;br /&gt;
7C: The box transport building (room #74)&lt;br /&gt;
7D: Building Company (room #75)&lt;br /&gt;
7E: Warehouse (room #76)&lt;br /&gt;
D6: Demo Scene - Elevators&lt;br /&gt;
D7: Demo Scene - The mine (room #144)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[White Leaf Desert]---&lt;br /&gt;
&lt;br /&gt;
0A: Temple of Bú, 1st scene (room #12)&lt;br /&gt;
0B: Temple of Bú, 2nd scene (room #13)&lt;br /&gt;
0C: Esmer Base (room #14)&lt;br /&gt;
18: Hacienda, 1st scene (room #26)&lt;br /&gt;
19: Turkish bath (women) (room #27)&lt;br /&gt;
1B: School of Magic, 2nd scene (room #29)&lt;br /&gt;
1C: School of Magic, 1st scene (room #30)&lt;br /&gt;
1D: Hacienda, 2st scene (room #31)&lt;br /&gt;
1E: Turkish bath (men) (room #32)&lt;br /&gt;
20: Secret passage in Turkish bath (mans) (room #34)&lt;br /&gt;
21: School of Magic training room (room #35)&lt;br /&gt;
23: House of Ker&#039;aooc the Healer (room #37)&lt;br /&gt;
24: Bazaar (room #38)&lt;br /&gt;
26: J. Baldino&#039;s House (room #40)	&lt;br /&gt;
27: Bar (room #41) 	&lt;br /&gt;
28: Ticket office (room #42) &lt;br /&gt;
29: Esmer Shuttle (room #43) &lt;br /&gt;
37: Near Dino-fly &lt;br /&gt;
38: Near the Camel&lt;br /&gt;
39: At the Von Kournil tour&lt;br /&gt;
3A: Near Von Kournil tour&lt;br /&gt;
3B: Near Lighthouse&lt;br /&gt;
3C: Near J. Baldino&#039;s House&lt;br /&gt;
3D: At the School of Magic&lt;br /&gt;
3E: Near car jump&lt;br /&gt;
3F: Near Temple of Bù&lt;br /&gt;
40: At the Bell&lt;br /&gt;
41: Near Esmer Shuttle&lt;br /&gt;
42: Near Bald Mountain&lt;br /&gt;
43: At the Temple of Bù&lt;br /&gt;
44: Near Temple of Bù&lt;br /&gt;
45: Near to the Perl of Incandescence entrance&lt;br /&gt;
46: Near Esmer Shuttle&lt;br /&gt;
47: Near Bald Mountain&lt;br /&gt;
48: Near Bald Mountain&lt;br /&gt;
49: At the island across from the Hacienda&lt;br /&gt;
71: Pearl of Incandescence room (room #64)&lt;br /&gt;
72: Esmer shuttle (room #65)&lt;br /&gt;
7F: Temple of Bù Secret passage (room #77)&lt;br /&gt;
B7: The protection spell cave, 1st scene (room #129)&lt;br /&gt;
B8: The protection spell cave, 2nd scene (room #130)&lt;br /&gt;
BF: Esmer shuttle (room #137)&lt;br /&gt;
C6: Demo Scene - Near Lighhouse&lt;br /&gt;
C7: Demo Scene - Harbor&lt;br /&gt;
C8: Demo Scene - City center 1 &lt;br /&gt;
C9: Demo Scene - City center 2 &lt;br /&gt;
CA: Demo Scene - School of Magic&lt;br /&gt;
CC: Demo Scene - Arrived with Dino-Fly&lt;br /&gt;
CE: Demo Scene - Near temple park &lt;br /&gt;
D1: Demo Scene - Temple of Bù (room #142)&lt;br /&gt;
DD: Demo Scene - Esmer Base (room #148)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Unknown]----&lt;br /&gt;
&lt;br /&gt;
5E: Empty water outside scene&lt;br /&gt;
BE: Empty lava outside scene&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {{providers|[[provider::]]}} --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xesf</name></author>
	</entry>
	<entry>
		<id>https://lbafileinfo.kaziq.net/index.php?title=LBA2:Savegame&amp;diff=2302</id>
		<title>LBA2:Savegame</title>
		<link rel="alternate" type="text/html" href="https://lbafileinfo.kaziq.net/index.php?title=LBA2:Savegame&amp;diff=2302"/>
		<updated>2019-08-26T19:51:26Z</updated>

		<summary type="html">&lt;p&gt;Xesf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox format&lt;br /&gt;
| extension = LBA&lt;br /&gt;
| lba2 = true&lt;br /&gt;
| colour = &lt;br /&gt;
| defaultsort = Savegame&lt;br /&gt;
}}&lt;br /&gt;
Savegame files contain the saved states of the game.&lt;br /&gt;
&lt;br /&gt;
==Specification==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[#] [ INFORMATION ] ------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
This document describes the format in which the LBA2\Twinsen Odyssey saved game&lt;br /&gt;
are stored in.&lt;br /&gt;
If you find any errors in this document please email me the details, also if you&lt;br /&gt;
find new stuff please notify me. This information is provided AS IS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ FORMAT ] -----------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
s16 = signed short (16bit - 2 bytes)&lt;br /&gt;
s32 = signed int (32bit - 4 bytes)&lt;br /&gt;
byte (8bit)&lt;br /&gt;
string : get all bytes till found 0x00&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
00:	byte	Savegame identify, 0xA4 (compressed) or 0x24 (not compressed)&lt;br /&gt;
01:     s32	Scenes Code (see further)	&lt;br /&gt;
05:     string  Title&lt;br /&gt;
                * = from the end of the title, (after the 0x00)&lt;br /&gt;
&lt;br /&gt;
If the identify flag its 0xA4 the next data is compressed in mode 1&lt;br /&gt;
You need to decompressed first after editing it.&lt;br /&gt;
&lt;br /&gt;
*00:	s32	Decompressed size&lt;br /&gt;
*04...*end:	Data to decompress&lt;br /&gt;
&lt;br /&gt;
After decompress or if the identify flag its 0x24 the next data is an 160x120 Raw Image.&lt;br /&gt;
&lt;br /&gt;
*00...*19199	Image data&lt;br /&gt;
		 + = after the 19200 image bytes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Var game: &lt;br /&gt;
 In normal cases we just use 0x01 to set the flag. In the inventory, if the item use amount you can set till 0XFFFF.&lt;br /&gt;
&lt;br /&gt;
+00:	s16	Holomap&lt;br /&gt;
+02:	s16	Magic ball&lt;br /&gt;
+04:	s16	Darts&lt;br /&gt;
+06:	s16	Sendell&#039;s ball&lt;br /&gt;
+08:	s16	Tunic and Sendell&#039;s medallion&lt;br /&gt;
+0A:	s16	Incandescent pearl&lt;br /&gt;
+0C:	s16	Pyramid shaped key&lt;br /&gt;
+0E:	s16	Part for the car&lt;br /&gt;
+10:	s16	Kashes&lt;br /&gt;
+12:	s16	Pisto-Laser&lt;br /&gt;
+14:	s16	Emperor&#039;s sword&lt;br /&gt;
+16:	s16	Wannie&#039;s glove&lt;br /&gt;
+18:	s16	Proto-Pack&lt;br /&gt;
+1A:	s16	Ferry Ticket&lt;br /&gt;
+1C:	s16	Nitro-Meca-Penguin&lt;br /&gt;
+1E:	s16	Can of GazoGem&lt;br /&gt;
+20:	s16	Dissidents&#039; Ring&lt;br /&gt;
+22:	s16	Gallic acid&lt;br /&gt;
+24:	s16	Ferryman&#039;s song&lt;br /&gt;
+28:	s16	Ring of lightning&lt;br /&gt;
+2A:	s16	Customer&#039;s umbrella&lt;br /&gt;
+2C:	s16	Gems&lt;br /&gt;
+2E:	s16	Horn of the Blue Triton&lt;br /&gt;
+30:	s16	Blowgun&lt;br /&gt;
+32:	s16	Itinerary token&lt;br /&gt;
+34:	s16	Slice of tart&lt;br /&gt;
+36:	s16	Portable radio&lt;br /&gt;
+38:	s16	Garden Balsam&lt;br /&gt;
+3A:	s16	Magic slate&lt;br /&gt;
+3C:	s16	Translator&lt;br /&gt;
+3E:	s16	Wizard&#039;s diploma&lt;br /&gt;
+40:	s16	Fragment of the Francos&lt;br /&gt;
+42:	s16	Fragment of the Sups&lt;br /&gt;
+44:	s16	Fragment of the Mosquibees&lt;br /&gt;
+46:	s16	Fragment of the Wannies&lt;br /&gt;
+48:	s16	Key for the passage to CX&lt;br /&gt;
+4A:	s16	Pick-ax&lt;br /&gt;
+4C:	s16	Franco Burgermaster&#039;s key&lt;br /&gt;
+4E:	s16	Franco Burgermaster&#039;s notes&lt;br /&gt;
+50:	s16	Protective spell&lt;br /&gt;
+52:	s16	Green magic ball&lt;br /&gt;
+54:	s16	Red magic ball&lt;br /&gt;
+56:	s16	Fire magic ball&lt;br /&gt;
+58:	s16	Zlitos&lt;br /&gt;
+5A:	s16	Dark Monk&#039;s key&lt;br /&gt;
+5C:	s16	Memory viewer&lt;br /&gt;
+5E:	s16	Blowtron&lt;br /&gt;
+60:	s16	Wizard&#039;s parade tunic&lt;br /&gt;
+62:	s16	Super Jet-Pack&lt;br /&gt;
+64:	s16	Piece of the Crystal of Celebration&lt;br /&gt;
+66:	s16	Pisto-Laser in working condition&lt;br /&gt;
+68:	s16	Green Ring of Lightning&lt;br /&gt;
+6A:	s16	Red Ring of Lightning&lt;br /&gt;
+6C:	s16	Ring of Lightning, level Fire&lt;br /&gt;
+6E:	s16	Lucky clover leaf&lt;br /&gt;
+70:	s16	Darts&lt;br /&gt;
+72:	s16	Piece of wall&lt;br /&gt;
+74:	s16	Laser&lt;br /&gt;
+76:	s16	Laser collision&lt;br /&gt;
+78:	s16	Powerfull laser&lt;br /&gt;
+7A:	s16	Big black lump&lt;br /&gt;
+7C:	s16	Small black lump&lt;br /&gt;
+7E:	s16	Flat black lump&lt;br /&gt;
+80:	s16	Small black lump&lt;br /&gt;
+82:	s16	Eye-like green-turquoise thing&lt;br /&gt;
+84:	s16	Green transparent rhombus&lt;br /&gt;
+86:	s16	Red transparent rhombus&lt;br /&gt;
+88:	s16	Red transparent cube&lt;br /&gt;
+8A:	s16	Flat black rhombus&lt;br /&gt;
+8C:	s16	Crab&lt;br /&gt;
+8E:	s16	White ball&lt;br /&gt;
+90:	s16	Red ball&lt;br /&gt;
+92:	s16	Green piece of wall&lt;br /&gt;
+94:	s16	Green piece of wall - zigzag&lt;br /&gt;
+96:	s16	Green piece of wall - stick&lt;br /&gt;
+98:	s16	Green piece of wall - zigzag small&lt;br /&gt;
+9A:	s16	Franco soldier&lt;br /&gt;
+A0:	s16	Franco soldier&lt;br /&gt;
+A2:	s16	Green folded flat thing 1&lt;br /&gt;
+A4:	s16	Green folded flat thing 2&lt;br /&gt;
+A6:	s16	Green folded flat thing 3&lt;br /&gt;
+A8:	s16	Green folded flat thing 4&lt;br /&gt;
+AA:	s16	Green folded flat thing 5&lt;br /&gt;
+AC:	s16	Green folded flat thing 6&lt;br /&gt;
+AE:	s16	Green folded flat thing 7&lt;br /&gt;
+B0:	s16	Green folded flat thing 8&lt;br /&gt;
+B2:	s16	Propellant&lt;br /&gt;
+B4:	s16	Box&lt;br /&gt;
+B6:	s16	Stick&lt;br /&gt;
+B8:	s16	Flat piece 1&lt;br /&gt;
+BA:	s16	Flat piece 2&lt;br /&gt;
+BC:	s16	Flat piece 3&lt;br /&gt;
+BE:	s16	Flat piece 4&lt;br /&gt;
+C0:	s16	Yellow-blue pillar&lt;br /&gt;
+C2:	s16	Green-sandy flat piece&lt;br /&gt;
+C4:	s16	Yellow-turquoise stick&lt;br /&gt;
+C6:	s16	Yellow-turquoise thin lump&lt;br /&gt;
+C8:	s16	Eye-like brown thing&lt;br /&gt;
+CA:	s16	Missile&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
+1F6:	s16	Clover leafs&lt;br /&gt;
+1F8:	s16	???&lt;br /&gt;
+1FA:	s16	Rain flag. If set 0x01 it&#039;s raining otherwise no. // could have other things&lt;br /&gt;
+1FC:	s16	??? If set he fill the inventory with lots of Holomaps&lt;br /&gt;
+1FD:	byte	??? &lt;br /&gt;
+1FE:	byte	??? If set 0x01 you can talk, otherwise no.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
+250:	byte	Behavior&lt;br /&gt;
		  00: Normal&lt;br /&gt;
		  01: Athletic&lt;br /&gt;
		  02: Agressive&lt;br /&gt;
		  03: Discrete&lt;br /&gt;
		  04: Twinsen with Protopack &lt;br /&gt;
		  05: Twinsen and Zoé&lt;br /&gt;
		  06: Twinsen with Horn of Blue Triton&lt;br /&gt;
		  07: Twinsen with space suit&lt;br /&gt;
		  08: Twinsen with Super jetpack&lt;br /&gt;
		  09: Twinsen with space suit (Athletic mode)&lt;br /&gt;
		  0A: Twinsen with space suit (Normal mode)&lt;br /&gt;
		  0B: Twinsen with space suit (Athletic mode)&lt;br /&gt;
		  0C: Twinsen with car&lt;br /&gt;
		  0D: Twinsen X-Rayed&lt;br /&gt;
		   &amp;gt; will crashed the game&lt;br /&gt;
&lt;br /&gt;
+251:	s16	Kashes, maximun value = 65535&lt;br /&gt;
+253:	s16	Zlitos, maximun value = 65535 &lt;br /&gt;
+255:	byte	Magic level&lt;br /&gt;
		  00: Without Magic Ball&lt;br /&gt;
		  01: Yellow Magic Ball&lt;br /&gt;
		  02: Green Magic Ball&lt;br /&gt;
		  03: Red Magic Ball&lt;br /&gt;
		  04: Fire Magic Ball&lt;br /&gt;
		   &amp;gt; the game will not handle this right&lt;br /&gt;
&lt;br /&gt;
+256:	byte	Magicpower, maximum values = 80 (20 * magic level)&lt;br /&gt;
+257:	byte	Keys&lt;br /&gt;
+258:	s16	Clover boxes&lt;br /&gt;
+25A:      s32  ScenePosX&lt;br /&gt;
+25E:      s32  ScenePosY&lt;br /&gt;
+262:      s32  ScenePosY&lt;br /&gt;
+266:      s32  CubePosX&lt;br /&gt;
+26A:      s32  CubePosY&lt;br /&gt;
+26E:      s32  CubePosZ&lt;br /&gt;
+26F:	byte	Weapon&lt;br /&gt;
+270:	s32	Game timestamp&lt;br /&gt;
+274:	byte	Actor Id being followed (usually Twinsen) &lt;br /&gt;
+275:	byte Current Behaviour&lt;br /&gt;
+276:	byte Current Body/Model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
	Holomap (follows the area code)&lt;br /&gt;
	Format:&lt;br /&gt;
                ........  bitfield&lt;br /&gt;
                |||||||\_ activation bit&lt;br /&gt;
                ||||||\__ if the location has been asked about or not&lt;br /&gt;
                |||||\___ inside/outside mode (for outside scenes)&lt;br /&gt;
                ||||\____ unused&lt;br /&gt;
                |||\_____ unused&lt;br /&gt;
                ||\______ unused&lt;br /&gt;
                |\_______ unused&lt;br /&gt;
                \________ unused&lt;br /&gt;
&lt;br /&gt;
+2AC:	byte	Citadel Island, Twinsen&#039;s house (room #2)&lt;br /&gt;
+2AD:	byte	Citadel Island, Twinsen&#039;s house Secret scene (room #3)&lt;br /&gt;
+2AE:	byte	Citadel Island, Tralu 1st scene (room #4)&lt;br /&gt;
+2AF:	byte	Citadel Island, Tavern (room #5)&lt;br /&gt;
+2B0:	byte	Citadel Island, Cellar of the Tavern (room #6)&lt;br /&gt;
+2B1:	byte	Citadel Island, Baggage claim building, 1st scene (room #7)&lt;br /&gt;
+2B2:	byte	Citadel Island, Baggage claim building, 2st scene (room #8)&lt;br /&gt;
+2B3:	byte	Citadel Island, Mr. Paul House (room #9)&lt;br /&gt;
+2B4:	byte	Citadel Island, Ticket office (room #10)&lt;br /&gt;
+2B5:	byte	Citadel Island, Neighbor&#039;s house (room #11)&lt;br /&gt;
+2B6:	byte	White Leaf Desert, Temple of Bú, 1st scene (room #12)&lt;br /&gt;
+2B7:	byte	White Leaf Desert, Temple of Bú, 2nd scene (room #13)&lt;br /&gt;
+2B8:	byte	White Leaf Desert, Esmer Base (room #14)&lt;br /&gt;
+2B9:	byte	Emerald Moon, Outside Baldino&#039;s cell(room #15)&lt;br /&gt;
+2BA:	byte	Citadel Island, Shop (room #16)&lt;br /&gt;
+2BB:	byte	Citadel Island, Miss Bloop&#039;s Private Museum (room #17)&lt;br /&gt;
+2BC:	byte	Citadel Island, Baggage claim building Secret scene, 3st scene (room #18)&lt;br /&gt;
+2BD:	byte	Citadel Island, Sewer (below Downtown) (room #19)&lt;br /&gt;
+2BE:	byte	Citadel Island, Sewer Secret scene (room #20)&lt;br /&gt;
+2BF:	byte	Citadel Island, Tralu 2nd scene (room #21)&lt;br /&gt;
+2C0:	byte	Citadel Island, Tralu 3rd scene (room #22)&lt;br /&gt;
+2C1:	byte	Citadel Island, Tent of the Weather Wizard (room #23)&lt;br /&gt;
+2C2:	byte	Citadel Island, Downtown Pharmacy (room #24)&lt;br /&gt;
+2C3:	byte	Emerald Moon, next to outside Baldino&#039;s cell (room #25)&lt;br /&gt;
+2C4:	byte	White Leaf Desert, Hacienda, 1st scene (room #26)&lt;br /&gt;
+2C5:	byte	White Leaf Desert, Turkish bath (women) (room #27)&lt;br /&gt;
+2C6:	byte	Citadel Island, Dome of the Slate (room #28)&lt;br /&gt;
+2C7:	byte	White Leaf Desert, School of Magic, 2nd scene (room #29)&lt;br /&gt;
+2C8:	byte	White Leaf Desert, School of Magic, 1st scene (room #30)&lt;br /&gt;
+2C9:	byte	White Leaf Desert, Hacienda, 2st scene (room #31)&lt;br /&gt;
+2CA:	byte	White Leaf Desert, Turkish bath (men) (room #32)&lt;br /&gt;
+2CB:	byte	Emerald Moon, entrance diamond shape building (room #33)&lt;br /&gt;
+2CC:	byte	White Leaf Desert, Secret passage in Turkish bath (mans) (room #34)&lt;br /&gt;
+2CD:	byte	White Leaf Desert, School of Magic training room (room #35)&lt;br /&gt;
+2CE:	byte	Citadel Island, Sendell&#039;s ball room (room #36)&lt;br /&gt;
+2CF:	byte	White Leaf Desert, House of Ker&#039;aooc the Healer (room #37)&lt;br /&gt;
+2D0:	byte	White Leaf Desert, Bazaar (room #38)&lt;br /&gt;
+2D1:	byte	Citadel Island, School (room #39)&lt;br /&gt;
+2D2:	byte	White Leaf Desert, J. Baldino&#039;s House (room #40)&lt;br /&gt;
+2D3:	byte	White Leaf Desert, Bar (room #41)&lt;br /&gt;
+2D4:	byte	White Leaf Desert, Ticket office (room #42)&lt;br /&gt;
+2D5:	byte	White Leaf Desert, Esmer Shuttle (room #43)&lt;br /&gt;
+2D6:	byte	Citadel Island, near Tavern&lt;br /&gt;
+2D7:	byte	Citadel Island, near the Harbor&lt;br /&gt;
+2D8:	byte	Citadel Island, outside the Dome of the Slate&lt;br /&gt;
+2D9:	byte	Citadel Island, near the tent of the Weather Wizard&lt;br /&gt;
+2DA:	byte	Citadel Island, near Lighthouse&lt;br /&gt;
+2DB:	byte	Citadel Island, at the Sendell&#039;s sign&lt;br /&gt;
+2DC:	byte	Citadel Island, downstairs the sewer grid&lt;br /&gt;
+2DD:	byte	Citadel Island, near Dino-Fly&lt;br /&gt;
+2DE:	byte	Citadel Island, at the Cliffs of the Woodbridge&lt;br /&gt;
+2DF:	byte	Citadel Island, Spider Cave (room #44)&lt;br /&gt;
+2E0:	byte	Emerald Moon, entrance circle symbol building (room #45)&lt;br /&gt;
+2E0:	byte	Emerald Moon, entrance X symbol building (room #46)&lt;br /&gt;
+2E1:	byte	Emerald Moon, Baldino&#039;s cell (room #47) &lt;br /&gt;
+2E2:	byte	White Leaf Desert, near Dino-fly&lt;br /&gt;
+2E3:	byte	White Leaf Desert, near the Camel&lt;br /&gt;
+2E4:	byte	White Leaf Desert, at the Von Kournil tour&lt;br /&gt;
+2E5:	byte	White Leaf Desert, near Von Kournil tour&lt;br /&gt;
+2E6:	byte	White Leaf Desert, near Lighthouse&lt;br /&gt;
+2E7:	byte	White Leaf Desert, near J. Baldino&#039;s House&lt;br /&gt;
+2E8:	byte	White Leaf Desert, at the School of Magic&lt;br /&gt;
+2E9:	byte	White Leaf Desert, near car jump&lt;br /&gt;
+2EA:	byte	White Leaf Desert, near Temple of Bù&lt;br /&gt;
+2EB:	byte	White Leaf Desert, at the Bell&lt;br /&gt;
+2EC:	byte	White Leaf Desert, near Esmer Shuttle&lt;br /&gt;
+2ED:	byte	White Leaf Desert, near Bald Mountain&lt;br /&gt;
+2EF:	byte	White Leaf Desert, at the Temple of Bù&lt;br /&gt;
+2F0:	byte	White Leaf Desert, near Temple of Bù&lt;br /&gt;
+2F1:	byte	White Leaf Desert, near to the Perl of Incandescence entrance&lt;br /&gt;
+2F2:	byte	White Leaf Desert, near Esmer Shuttle&lt;br /&gt;
+2F3:	byte	White Leaf Desert, near Bald Mountain&lt;br /&gt;
+2F4:	byte	White Leaf Desert, near Bald Mountain&lt;br /&gt;
+2F5:	byte	White Leaf Desert, at the island across from the Hacienda&lt;br /&gt;
+2F6:	byte	Emerald Moon, somewhere in Emerald Moon&lt;br /&gt;
+2F7:	byte	Emerald Moon, near circle entrance&lt;br /&gt;
+2F8:	byte	Emerald Moon, somewhere in Emerald Moon&lt;br /&gt;
+2F9:	byte	Emerald Moon, near square entrance&lt;br /&gt;
+2FA:	byte	Otringal, Emperor&#039;s palace departure room (room #48)&lt;br /&gt;
+2FB:	byte	Otringal, Emperor&#039;s palace 1st room (room #49)&lt;br /&gt;
+2FC:	byte	Otringal, Emperor&#039;s palace last room (room #50)&lt;br /&gt;
+2FD:	byte	Otringal, the Imperial Hotel (room #51)&lt;br /&gt;
+2FE:	byte	Otringal, the elevators to the Lower City (room #52)&lt;br /&gt;
+2FF:	byte	Otringal, Prison entrance (room #53)&lt;br /&gt;
+300:	byte	Otringal Prison (room #54)&lt;br /&gt;
+301:	byte	Otringal, control tower entrance (room #55)&lt;br /&gt;
+302:	byte	Otringal, the space port (room #56)&lt;br /&gt;
+303:	byte	Otringal, near Harbor&lt;br /&gt;
+304:	byte	Otringal, the Upper City scene&lt;br /&gt;
+305:	byte	Otringal, the Lower City scene&lt;br /&gt;
+306:	byte	Otringal, the Prison Exit scene&lt;br /&gt;
+307:	byte	Otringal, the scene outside the Emperor&#039;s palace&lt;br /&gt;
+308:	byte	Otringal, the space port scene&lt;br /&gt;
+309:	byte	Celebration Island, inside the temple (room #57)&lt;br /&gt;
+30A:	byte	Empty water outside scene&lt;br /&gt;
+30B:	byte	Celebration Island, the only outside scene&lt;br /&gt;
+30C:	byte	Wannies Island, the city outside scene&lt;br /&gt;
+30D:	byte	Wannies Island, the ferryman landing place scene&lt;br /&gt;
+30E:	byte	Wannies Island, the scene near the Elevator&lt;br /&gt;
+30F:	byte	Wannies Island, the scene near the entrance of the mine&lt;br /&gt;
+310:	byte	Wannies Island, the mine, 2nd room (room #58)&lt;br /&gt;
+311:	byte	Wannies Island, the house of the firefly tart-giving family (room #59)&lt;br /&gt;
+312:	byte	Mosquibees Island, the scene on the bridge&lt;br /&gt;
+313:	byte	Mosquibees Island, the scene on top of the mountain&lt;br /&gt;
+314:	byte	Mosquibees Island, the Mosquibee Queen&#039;s throne (room #60)&lt;br /&gt;
+315:	byte	Mosquibees Island, the arrival scene&lt;br /&gt;
+316:	byte	Mosquibees Island, the maze (room #61)&lt;br /&gt;
+317:	byte	Francos Island, the platform scene&lt;br /&gt;
+318:	byte	Francos Island, the scene outside the factory&lt;br /&gt;
+319:	byte	Francos Island, the village scene&lt;br /&gt;
+31A:	byte	Francos Island, the arrival scene&lt;br /&gt;
+31B:	byte	Wannies Island, the mine, 3rd room (room #62)&lt;br /&gt;
+31C:	byte	Wannies Island, near the temple on the main (room #63)&lt;br /&gt;
+31D:	byte	White Leaf Desert, Pearl of Incandescence room (room #64)&lt;br /&gt;
+31E:	byte	White Leaf Desert, Esmer shuttle (room #65)&lt;br /&gt;
+31F:	byte	Emerald Moon, Esmer shuttle (room #66)&lt;br /&gt;
+320:	byte	Wannies Island, the monk house (room #67)&lt;br /&gt;
+321:	byte	Wannies Island, mine temple (room #68)&lt;br /&gt;
+322:	byte	Wannies Island, the city (room #69)&lt;br /&gt;
+323:	byte	Wannies Island, the way to the city temple (room #70)&lt;br /&gt;
+324:	byte	The Elevator Platform Island, the only scene&lt;br /&gt;
+325:	byte	Wannies Island, the city temple (room #71)&lt;br /&gt;
+326:	byte	Wannies Island, the mine, 1st room (room #72)&lt;br /&gt;
+327:	byte	Wannies Island, inside the elevator (room #73)&lt;br /&gt;
+328:	byte	Wannies Island, the box transport building (room #74)&lt;br /&gt;
+329:	byte	Wannies Island, Building Company (room #75)&lt;br /&gt;
+32A:	byte	Wannies Island, Warehouse (room #76)&lt;br /&gt;
+32B:	byte	White Leaf Desert, Temple of Bù Secret passage (room #77)&lt;br /&gt;
+32C:	byte	Mosquibees Island, Bee test room (room #78)&lt;br /&gt;
+32D:	byte	Island Under Celebration, the hide out (room #79)&lt;br /&gt;
+32E:	byte	Island Under Celebration, the hide out scene&lt;br /&gt;
+32F:	byte	Island Under Celebration, the upper scene&lt;br /&gt;
+330:	byte	Island Under Celebration, the arrival scene&lt;br /&gt;
+331:	byte	Otringal, Casino jackpot room (room #80)&lt;br /&gt;
+332:	byte	Otringal, Bar backstage (room #81)&lt;br /&gt;
+333:	byte	Otringal, Casino entrance (room #82)&lt;br /&gt;
+334:	byte	Otringal, Bar entrance (room #83)&lt;br /&gt;
+335:	byte	Otringal, Bar - Rick&#039;s room (room #84)&lt;br /&gt;
+336:	byte	Otringal, the Twinsen and Baldino crash site&lt;br /&gt;
+337:	byte	Otringal, the lowest elevators (room #85)&lt;br /&gt;
+338:	byte	Francos gazogem factory, 1st room (room #86)&lt;br /&gt;
+339:	byte	Francos gazogem factory, 2nd room (room #87)&lt;br /&gt;
+33A:	byte	Francos gazogem factory, 3rd room (room #88)&lt;br /&gt;
+33B:	byte	Francos gazogem factory, 4th room (room #89)&lt;br /&gt;
+33C:	byte	Francos Island, the guard post near the platform entrance&lt;br /&gt;
+33D:	byte	Francos gazogem factory, 1st secret room (room #91)&lt;br /&gt;
+33E:	byte	Francos gazogem factory, 2nd secret room (room #92)&lt;br /&gt;
+33F:	byte	Otringal, the Twinsunian souvenir shop (room #93)&lt;br /&gt;
+340:	byte	Otringal, the Dissidents&#039; hide out (room #94)&lt;br /&gt;
+341:	byte	Mosquibees Island, the passage to the fragment (room #95)&lt;br /&gt;
+342:	byte	Otringal, the elevator to the Upper City (room #96)&lt;br /&gt;
+343:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #97)&lt;br /&gt;
+344:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #98)&lt;br /&gt;
+345:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #99)&lt;br /&gt;
+346:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #100)&lt;br /&gt;
+347:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #101)&lt;br /&gt;
+348:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #102)&lt;br /&gt;
+349:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #103)&lt;br /&gt;
+34A:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #104)&lt;br /&gt;
+34B:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #105)&lt;br /&gt;
+34C:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #106)&lt;br /&gt;
+34D:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #107)&lt;br /&gt;
+34E:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #108)&lt;br /&gt;
+34F:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #109)&lt;br /&gt;
+350:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #110)&lt;br /&gt;
+351:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #111)&lt;br /&gt;
+352:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #112)&lt;br /&gt;
+353:	byte	Emerald Moon, entrance triangle symbol room (room #113)&lt;br /&gt;
+354:	byte	Emerald Moon, entrance square symbol room (room #114)&lt;br /&gt;
+355:	byte	Otringal, Bathroom in the Imperial Hotel (room #115)&lt;br /&gt;
+356:	byte	Otringal, Imperial Hotel, 2nd room (room #116)&lt;br /&gt;
+357:	byte	Francos Island, Shop (room #117)&lt;br /&gt;
+358:	byte	Francos Island, Tavern (room #118)&lt;br /&gt;
+359:	byte	Francos Island, Scientist&#039;s house (room #119)&lt;br /&gt;
+35A:	byte	Francos Island, Nursery (room #120)&lt;br /&gt;
+35B:	byte	Francos Island, Burgermaster&#039;s house (room #121)&lt;br /&gt;
+35C:	byte	Mosquibees Island, the passage to Island CX (room #122)&lt;br /&gt;
+35D:	byte	Island CX, Stairs in the control tower (room #123)&lt;br /&gt;
+35E:	byte	Island CX, Control tower (room #124)&lt;br /&gt;
+35F:	byte	Island CX, the only outside scene&lt;br /&gt;
+360:	byte	Island CX, Secret passage (room #126)&lt;br /&gt;
+361:	byte	Island CX, Room in the emperor (room #127)&lt;br /&gt;
+362:	byte	Island CX, Esmer Shuttle (room #128)&lt;br /&gt;
+363:	byte	The protection spell cave, 1st scene (room #129)&lt;br /&gt;
+364:	byte	The protection spell cave, 2nd scene (room #130)&lt;br /&gt;
+365:	byte	The Dark Monk statue, the wizards, 1st scene (room #131)&lt;br /&gt;
+366:	byte	The Dark Monk statue, the top, 2nd scene (room #132)&lt;br /&gt;
+367:	byte	The Dark Monk statue, 3rd scene (room #133)&lt;br /&gt;
+368:	byte	The Dark Monk statue, 4th scene (last) (room #134)&lt;br /&gt;
+369:	byte	Otringal, Esmer shuttle (room #137)&lt;br /&gt;
+36A:	byte	Empty lava outside scene&lt;br /&gt;
+36B:	byte	White Leaf Desert, Esmer shuttle (room #137)&lt;br /&gt;
+36C:	byte	The Dark Monk statue Secret scene (room #138)&lt;br /&gt;
+36D:	byte	Demo Scene - Citadel Island, Twinsen&#039;s House (room #139)&lt;br /&gt;
+36E:	byte	Demo Scene - Citadel Island, Twinsen&#039;s house Secret room (room #140)&lt;br /&gt;
+36F:	byte	Demo Scene - Citadel Island, near Dino-Fly&lt;br /&gt;
+370:	byte	Demo Scene - Citadel Island, Twinsen &amp;amp; Zoé walking to Lighthouse.&lt;br /&gt;
+371:	byte	Demo Scene - Citadel Island, Harbor&lt;br /&gt;
+372:	byte	Demo Scene - White Leaf Desert, near Lighhouse&lt;br /&gt;
+373:	byte	Demo Scene - White Leaf Desert, Harbor&lt;br /&gt;
+374:	byte	Demo Scene - White Leaf Desert, city center 1 &lt;br /&gt;
+375:	byte	Demo Scene - White Leaf Desert, city center 2 &lt;br /&gt;
+376:	byte	Demo Scene - White Leaf Desert, School of Magic&lt;br /&gt;
+377:	byte	Demo Scene - Citadel Island, Dome of the Slate (room #141)&lt;br /&gt;
+378:	byte	Demo Scene - White Leaf Desert, arrived with Dino-Fly&lt;br /&gt;
+379:	byte	Demo Scene - Franco Island, harbor &lt;br /&gt;
+37A:	byte	Demo Scene - Desert Island, near temple park &lt;br /&gt;
+37B:	byte	Demo Scene - Emerald Moon&lt;br /&gt;
+37C:	byte	Demo Scene - White Leaf Desert, Temple of Bù (room #142)&lt;br /&gt;
+37D:	byte	Demo Scene - Otringal, harbor&lt;br /&gt;
+37E:	byte	Demo Scene - Otringal, Casino (room #143)&lt;br /&gt;
+37F:	byte	Demo Scene - Otringal, religion preaching &lt;br /&gt;
+380:	byte	Demo Scene - Franco Island, arrival &lt;br /&gt;
+381:	byte	Demo Scene - Wannies Island, elevators&lt;br /&gt;
+382:	byte	Demo Scene - Wannies Island, the mine (room #144)&lt;br /&gt;
+383:	byte	Demo Scene - Mosquibees Island, the Mosquibee Queen&#039;s throne (room #145)&lt;br /&gt;
+384:	byte	Demo Scene - Mosquibees Island, the bridge &lt;br /&gt;
+385:	byte	Demo Scene - Otringal, Emperor&#039;s palace room (room #146)&lt;br /&gt;
+386:	byte	Demo Scene - The Dark Monk statue (last) (room #147)&lt;br /&gt;
+387:	byte	Demo Scene - Island Under Celebration&lt;br /&gt;
+388:	byte	Demo Scene - White Leaf Desert, Esmer Base (room #148)&lt;br /&gt;
+389:	byte	Demo Scene - Otringal (room #149)&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
+656:	s16	Twinsen West&amp;lt;-&amp;gt;East position in the scene&lt;br /&gt;
+658:	s16	unused&lt;br /&gt;
+65A:	s16	Twinsen Height in the scene&lt;br /&gt;
+65C:	s16	unused&lt;br /&gt;
+65E:	s16	Twinsen North&amp;lt;-&amp;gt;South position in the scene&lt;br /&gt;
+660:	s16	unused&lt;br /&gt;
+662:	s16	unused&lt;br /&gt;
+664:	s16	unused&lt;br /&gt;
+666:	s16	Angle of facing, Min = 0 (SW) (counter clock wise)&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ SCENES CODES ] -----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
---[Celebration Island]---&lt;br /&gt;
&lt;br /&gt;
5D: Inside the temple (room #57)&lt;br /&gt;
5F: The only outside scene&lt;br /&gt;
B9: The Dark Monk statue, the wizards, 1st scene (room #131)&lt;br /&gt;
BA: The Dark Monk statue, the top, 2nd scene (room #132)&lt;br /&gt;
BB: The Dark Monk statue, 3rd scene (room #133)&lt;br /&gt;
BC: The Dark Monk statue, 4th scene (last) (room #134)&lt;br /&gt;
C0: The Dark Monk statue, Secret scene (room #138)&lt;br /&gt;
DB: Demo Scene - The Dark Monk statue (last) (room #147)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Citadel Island]---&lt;br /&gt;
&lt;br /&gt;
00: Twinsen&#039;s house (room #2)&lt;br /&gt;
01: Twinsen&#039;s house Secret scene (room #3)&lt;br /&gt;
02: Tralu 1st scene (room #4)&lt;br /&gt;
03: Tavern (room #5)&lt;br /&gt;
04: Cellar of the Tavern (room #6)&lt;br /&gt;
05: Baggage claim building, 1st scene (room #7)&lt;br /&gt;
06: Baggage claim building, 2st scene (room #8)&lt;br /&gt;
07: Mr. Paul House (room #9)&lt;br /&gt;
08: Ticket office (room #10)&lt;br /&gt;
09: Neighbor&#039;s house (room #11)&lt;br /&gt;
0E: Shop (room #16)&lt;br /&gt;
0F: Miss Bloop&#039;s Private Museum (room #17)&lt;br /&gt;
10: Baggage claim building Secret scene, 3st scene (room #18)&lt;br /&gt;
11: Sewer (below Downtown) (room #19)&lt;br /&gt;
12: Sewer Secret scene (room #20)&lt;br /&gt;
13: Tralu 2nd scene (room #21)&lt;br /&gt;
14: Tralu 3rd scene (room #22)&lt;br /&gt;
15: Tent of the Weather Wizard (room #23)&lt;br /&gt;
16: Downtown Pharmacy (room #24)&lt;br /&gt;
1A: Dome of the Slate (room #28)&lt;br /&gt;
22: Sendell&#039;s ball room (room #36)&lt;br /&gt;
25: School (room #39) &lt;br /&gt;
2A: Near Tavern&lt;br /&gt;
2B: Near the Harbor&lt;br /&gt;
2C: Outside the Dome of the Slate&lt;br /&gt;
2D: Near the tent of the Weather Wizard&lt;br /&gt;
2E: Near Lighthouse&lt;br /&gt;
2F: At the Sendell&#039;s sign&lt;br /&gt;
30: Downstairs the sewer grid&lt;br /&gt;
31: Near Dino-Fly &lt;br /&gt;
32: At the Cliffs of the Woodbridge&lt;br /&gt;
33: Spider Cave (room #44)&lt;br /&gt;
C1: Demo Scene - Twinsen&#039;s House (room #139)&lt;br /&gt;
C2: Demo Scene - Twinsen&#039;s house Secret room (room #140)&lt;br /&gt;
C3: Demo Scene - Near Dino-Fly&lt;br /&gt;
C4: Demo Scene - Twinsen &amp;amp; Zoé walking to Lighthouse.&lt;br /&gt;
C5: Demo Scene - Harbor&lt;br /&gt;
CB: Demo Scene - Dome of the Slate (room #141)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Emerald Moon]---&lt;br /&gt;
&lt;br /&gt;
0D: Outside Baldino&#039;s cell(room #15)&lt;br /&gt;
17: Next to outside Baldino&#039;s cell (room #25)&lt;br /&gt;
1F: Entrance diamond shape building (room #33)&lt;br /&gt;
34: Entrance circle symbol building (room #45)&lt;br /&gt;
35: Entrance X symbol building (room #46)&lt;br /&gt;
36: Baldino&#039;s cell (room #47) &lt;br /&gt;
4A: Somewhere in Emerald Moon&lt;br /&gt;
4B: Near circle entrance&lt;br /&gt;
4C: Somewhere in Emerald Moon&lt;br /&gt;
4D: Near square entrance&lt;br /&gt;
73: Esmer shuttle (room #66)&lt;br /&gt;
A7: Entrance triangle symbol room (room #113)&lt;br /&gt;
A8: Entrance square symbol room (room #114)&lt;br /&gt;
CF: Demo Scene&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Francos Island]---&lt;br /&gt;
&lt;br /&gt;
6B: The platform scene&lt;br /&gt;
6C: The scene outside the factory&lt;br /&gt;
6D: The village scene&lt;br /&gt;
6E: The arrival scene&lt;br /&gt;
8C: Francos gazogem factory, 1st room (room #86)&lt;br /&gt;
8D: Francos gazogem factory, 2nd room (room #87)&lt;br /&gt;
8E: Francos gazogem factory, 3rd room (room #88)&lt;br /&gt;
8F: Francos gazogem factory, 4th room (room #89)&lt;br /&gt;
90: The guard post near the platform entrance&lt;br /&gt;
91: Francos gazogem factory, 1st secret room (room #91)&lt;br /&gt;
92: Francos gazogem factory, 2nd secret room (room #92)&lt;br /&gt;
AB: Shop (room #117)&lt;br /&gt;
AC: Tavern (room #118)&lt;br /&gt;
AD: Scientist&#039;s house (room #119)&lt;br /&gt;
AE: Nursery (room #120)&lt;br /&gt;
AF: Burgermaster&#039;s house (room #121)&lt;br /&gt;
CD: Demo Scene - Harbor &lt;br /&gt;
D5: Demo Scene - Arrival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Island CX]---&lt;br /&gt;
&lt;br /&gt;
B1: Stairs in the control tower (room #123)&lt;br /&gt;
B2: Control tower (room #124)&lt;br /&gt;
B3: Outside scene&lt;br /&gt;
B4: Secret passage (room #126)&lt;br /&gt;
B5: Room in the emperor (room #127)&lt;br /&gt;
B6: Esmer Shuttle (room #128)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Island Under Celebration]---&lt;br /&gt;
&lt;br /&gt;
81: The hide out (room #79)&lt;br /&gt;
82: The hide out scene&lt;br /&gt;
83: The upper scene&lt;br /&gt;
84: The arrival scene&lt;br /&gt;
DC: Demo Scene&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Mosquibees Island]---&lt;br /&gt;
&lt;br /&gt;
66: The scene on the bridge&lt;br /&gt;
67: The scene on top of the mountain&lt;br /&gt;
68: The Mosquibee Queen&#039;s throne (room #60)&lt;br /&gt;
69: The arrival scene&lt;br /&gt;
6A: The maze (room #61)&lt;br /&gt;
80: Bee test room (room #78)&lt;br /&gt;
95: The passage to the fragment (room #95)&lt;br /&gt;
B0: The passage to Island CX (room #122)&lt;br /&gt;
D8: Demo Scene - The Mosquibee Queen&#039;s throne (room #145)&lt;br /&gt;
D9: Demo Scene - The bridge &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Otringal]---&lt;br /&gt;
&lt;br /&gt;
4E: Emperor&#039;s palace departure room (room #48)&lt;br /&gt;
4F: Emperor&#039;s palace 1st room (room #49)&lt;br /&gt;
50: Emperor&#039;s palace last room (room #50)&lt;br /&gt;
51: The Imperial Hotel (room #51)&lt;br /&gt;
52: The elevators to the Lower City (room #52)&lt;br /&gt;
53: Prison entrance (room #53)&lt;br /&gt;
54: Prison (room #54)&lt;br /&gt;
55: Control tower entrance (room #55)&lt;br /&gt;
56: The space port (room #56)&lt;br /&gt;
57: Near Harbor&lt;br /&gt;
58: The Upper City scene&lt;br /&gt;
59: The Lower City scene&lt;br /&gt;
5A: The Prison Exit scene&lt;br /&gt;
5B: The scene outside the Emperor&#039;s palace&lt;br /&gt;
5C: The space port scene&lt;br /&gt;
85: Casino jackpot room (room #80)&lt;br /&gt;
86: Bar backstage (room #81)&lt;br /&gt;
87: Casino entrance (room #82)&lt;br /&gt;
88: Bar entrance (room #83)&lt;br /&gt;
89: Bar - Rick&#039;s room (room #84)&lt;br /&gt;
8A: the Twinsen and Baldino crash site&lt;br /&gt;
8B: The lowest elevators (room #85)&lt;br /&gt;
93: The Twinsunian souvenir shop (room #93)&lt;br /&gt;
94: The Dissidents&#039; hide out (room #94)&lt;br /&gt;
96: The elevator to the Upper City (room #96)&lt;br /&gt;
97: One of the rooms in the Emperor&#039;s palace (room #97)&lt;br /&gt;
98: One of the rooms in the Emperor&#039;s palace (room #98)&lt;br /&gt;
99: One of the rooms in the Emperor&#039;s palace (room #99)&lt;br /&gt;
9A: One of the rooms in the Emperor&#039;s palace (room #100)&lt;br /&gt;
9B: One of the rooms in the Emperor&#039;s palace (room #101)&lt;br /&gt;
9C: One of the rooms in the Emperor&#039;s palace (room #102)&lt;br /&gt;
9D: One of the rooms in the Emperor&#039;s palace (room #103)&lt;br /&gt;
9E: One of the rooms in the Emperor&#039;s palace (room #104)&lt;br /&gt;
9F: One of the rooms in the Emperor&#039;s palace (room #105)&lt;br /&gt;
A0: One of the rooms in the Emperor&#039;s palace (room #106)&lt;br /&gt;
A1: One of the rooms in the Emperor&#039;s palace (room #107)&lt;br /&gt;
A2: One of the rooms in the Emperor&#039;s palace (room #108)&lt;br /&gt;
A3: One of the rooms in the Emperor&#039;s palace (room #109)&lt;br /&gt;
A4: One of the rooms in the Emperor&#039;s palace (room #110)&lt;br /&gt;
A5: One of the rooms in the Emperor&#039;s palace (room #111)&lt;br /&gt;
A6: One of the rooms in the Emperor&#039;s palace (room #112)&lt;br /&gt;
A9: Bathroom in the Imperial Hotel (room #115)&lt;br /&gt;
AA: Imperial Hotel, 2nd room (room #116)&lt;br /&gt;
BD: Esmer shuttle (room #137)&lt;br /&gt;
D2: Demo Scene - Harbor&lt;br /&gt;
D3: Demo Scene - Casino (room #143)&lt;br /&gt;
D4: Demo Scene - Religion preaching &lt;br /&gt;
DA: Demo Scene - Emperor&#039;s palace room (room #146)&lt;br /&gt;
DF: Demo Scene - (room #149)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[The Elevator Platform Island]---&lt;br /&gt;
&lt;br /&gt;
78: The only scene&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Wannies Island]---&lt;br /&gt;
&lt;br /&gt;
60: The city outside scene&lt;br /&gt;
61: The ferryman landing place scene&lt;br /&gt;
62: The scene near the Elevator&lt;br /&gt;
63: The scene near the entrance of the mine&lt;br /&gt;
64: The mine, 2nd room (room #58)&lt;br /&gt;
65: The house of the firefly tart-giving family (room #59)&lt;br /&gt;
6F: The mine, 3rd room (room #62)&lt;br /&gt;
70: Near the temple on the main (room #63)&lt;br /&gt;
74: The monk house (room #67)&lt;br /&gt;
75: Mine temple (room #68)&lt;br /&gt;
76: The city (room #69)&lt;br /&gt;
77: The way to the city temple (room #70)&lt;br /&gt;
79: The city temple (room #71)&lt;br /&gt;
7A: The mine, 1st room (room #72)&lt;br /&gt;
7B: Inside the elevator (room #73)&lt;br /&gt;
7C: The box transport building (room #74)&lt;br /&gt;
7D: Building Company (room #75)&lt;br /&gt;
7E: Warehouse (room #76)&lt;br /&gt;
D6: Demo Scene - Elevators&lt;br /&gt;
D7: Demo Scene - The mine (room #144)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[White Leaf Desert]---&lt;br /&gt;
&lt;br /&gt;
0A: Temple of Bú, 1st scene (room #12)&lt;br /&gt;
0B: Temple of Bú, 2nd scene (room #13)&lt;br /&gt;
0C: Esmer Base (room #14)&lt;br /&gt;
18: Hacienda, 1st scene (room #26)&lt;br /&gt;
19: Turkish bath (women) (room #27)&lt;br /&gt;
1B: School of Magic, 2nd scene (room #29)&lt;br /&gt;
1C: School of Magic, 1st scene (room #30)&lt;br /&gt;
1D: Hacienda, 2st scene (room #31)&lt;br /&gt;
1E: Turkish bath (men) (room #32)&lt;br /&gt;
20: Secret passage in Turkish bath (mans) (room #34)&lt;br /&gt;
21: School of Magic training room (room #35)&lt;br /&gt;
23: House of Ker&#039;aooc the Healer (room #37)&lt;br /&gt;
24: Bazaar (room #38)&lt;br /&gt;
26: J. Baldino&#039;s House (room #40)	&lt;br /&gt;
27: Bar (room #41) 	&lt;br /&gt;
28: Ticket office (room #42) &lt;br /&gt;
29: Esmer Shuttle (room #43) &lt;br /&gt;
37: Near Dino-fly &lt;br /&gt;
38: Near the Camel&lt;br /&gt;
39: At the Von Kournil tour&lt;br /&gt;
3A: Near Von Kournil tour&lt;br /&gt;
3B: Near Lighthouse&lt;br /&gt;
3C: Near J. Baldino&#039;s House&lt;br /&gt;
3D: At the School of Magic&lt;br /&gt;
3E: Near car jump&lt;br /&gt;
3F: Near Temple of Bù&lt;br /&gt;
40: At the Bell&lt;br /&gt;
41: Near Esmer Shuttle&lt;br /&gt;
42: Near Bald Mountain&lt;br /&gt;
43: At the Temple of Bù&lt;br /&gt;
44: Near Temple of Bù&lt;br /&gt;
45: Near to the Perl of Incandescence entrance&lt;br /&gt;
46: Near Esmer Shuttle&lt;br /&gt;
47: Near Bald Mountain&lt;br /&gt;
48: Near Bald Mountain&lt;br /&gt;
49: At the island across from the Hacienda&lt;br /&gt;
71: Pearl of Incandescence room (room #64)&lt;br /&gt;
72: Esmer shuttle (room #65)&lt;br /&gt;
7F: Temple of Bù Secret passage (room #77)&lt;br /&gt;
B7: The protection spell cave, 1st scene (room #129)&lt;br /&gt;
B8: The protection spell cave, 2nd scene (room #130)&lt;br /&gt;
BF: Esmer shuttle (room #137)&lt;br /&gt;
C6: Demo Scene - Near Lighhouse&lt;br /&gt;
C7: Demo Scene - Harbor&lt;br /&gt;
C8: Demo Scene - City center 1 &lt;br /&gt;
C9: Demo Scene - City center 2 &lt;br /&gt;
CA: Demo Scene - School of Magic&lt;br /&gt;
CC: Demo Scene - Arrived with Dino-Fly&lt;br /&gt;
CE: Demo Scene - Near temple park &lt;br /&gt;
D1: Demo Scene - Temple of Bù (room #142)&lt;br /&gt;
DD: Demo Scene - Esmer Base (room #148)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Unknown]----&lt;br /&gt;
&lt;br /&gt;
5E: Empty water outside scene&lt;br /&gt;
BE: Empty lava outside scene&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {{providers|[[provider::]]}} --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xesf</name></author>
	</entry>
	<entry>
		<id>https://lbafileinfo.kaziq.net/index.php?title=LBA2:Entity_information&amp;diff=2301</id>
		<title>LBA2:Entity information</title>
		<link rel="alternate" type="text/html" href="https://lbafileinfo.kaziq.net/index.php?title=LBA2:Entity_information&amp;diff=2301"/>
		<updated>2019-08-26T19:33:17Z</updated>

		<summary type="html">&lt;p&gt;Xesf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox format&lt;br /&gt;
| extension = F3D&lt;br /&gt;
| lba2 = true&lt;br /&gt;
| colour =&lt;br /&gt;
| defaultsort = entity&lt;br /&gt;
}}&lt;br /&gt;
This is the LBA 2 equivalent to the LBA 1 [[File3d.hqr]] file. It contains entities of the game Actors. &lt;br /&gt;
&lt;br /&gt;
==Specification==&lt;br /&gt;
{{Cleanup|It should be reformatted to use wikitext instead of &amp;amp;lt;pre&amp;amp;gt; tags.}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[#] [ INFORMATION ] ------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
This document describes the format in which the LBA2\Twinsen Odyssey File3D &lt;br /&gt;
character informations) are stored in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ NOTE ] -------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In LBA2 this only exists in one unique file which as all this information inside.&lt;br /&gt;
This file can be found inside Ress.HQR in the entry 44 (LBA2 Character Informations).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ FORMAT ] -----------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
s32 = signed int (32bit)&lt;br /&gt;
u16 = unsigned short (16bit)&lt;br /&gt;
s16 = signed short (16bit)&lt;br /&gt;
byte (8bit)&lt;br /&gt;
+ = to add previeous bytes count&lt;br /&gt;
&lt;br /&gt;
The file is laid out like an HQR file, but does not have the size/compression header&lt;br /&gt;
at each offset given. Refer to the HQR document on how to read the intro.&lt;br /&gt;
&lt;br /&gt;
00:	s32	First offset&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Do this &amp;quot;number of entries&amp;quot; times&lt;br /&gt;
[ Entries ]&lt;br /&gt;
&lt;br /&gt;
First of all you need to read the entry  content for each entry of course.&lt;br /&gt;
I&#039;ll assume you know this. Also you need to create a variable or structures&lt;br /&gt;
to handle the anim and body content and count.&lt;br /&gt;
&lt;br /&gt;
Do the next block while the read byte is not 0xFF (End of each entry content).&lt;br /&gt;
&lt;br /&gt;
[ Content ]&lt;br /&gt;
+00:	byte	Opcode&lt;br /&gt;
&lt;br /&gt;
Opcode = 1 -&amp;gt; Body content&lt;br /&gt;
Opcode = 3 -&amp;gt; Anim content&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[ Body = 1 ]&lt;br /&gt;
+00:	byte	Body index&lt;br /&gt;
01:	byte	Body data size - 1 (only take the following values)&lt;br /&gt;
		|-&amp;gt; 0x04 (4) -&amp;gt; When no collision box is used&lt;br /&gt;
		|--&amp;gt; 0x11 (17) -&amp;gt; When used a collision box&lt;br /&gt;
02:	s16	Body real index (in BODY.HQR)&lt;br /&gt;
04:	byte	Collision box flag&lt;br /&gt;
		|-&amp;gt; flag = 0x00 (0) -&amp;gt; Model doesn&#039;t use collision box&lt;br /&gt;
		|--&amp;gt; flag = 0x01 (1) -&amp;gt; Model use collision box&lt;br /&gt;
&lt;br /&gt;
[ IF Collision box flag is set ]&lt;br /&gt;
05:	byte	Number of bytes to read minus 2. &lt;br /&gt;
		In this case the value is always 0x0E, so it will have more 0x0E-0x02 = 0x0C bytes&lt;br /&gt;
06:	u16	X (bottom left)&lt;br /&gt;
08:	u16	Y (bottom left)&lt;br /&gt;
0A:	u16	Z (bottom left)&lt;br /&gt;
0C:	u16	X (top right)&lt;br /&gt;
0E:	u16	Y (top right)&lt;br /&gt;
10:	u16	Z (top right)&lt;br /&gt;
&lt;br /&gt;
[ /IF ]&lt;br /&gt;
&lt;br /&gt;
[ / Body ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[ Anim = 3 ]&lt;br /&gt;
+00:	byte	Anim index&lt;br /&gt;
01:	byte	Anim real index (in ANIM.HQR)&lt;br /&gt;
02:	byte	Data size - 3&lt;br /&gt;
03 until Data Size:	??&lt;br /&gt;
&lt;br /&gt;
[ / Anim ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[ / Content ]&lt;br /&gt;
&lt;br /&gt;
[ / Entries ]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{providers|[[provider::Alexfont]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EDIT: I will eventually fix this document, but want to make sure this info is not lost,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
8bit anim&lt;br /&gt;
8bit unknown&lt;br /&gt;
16bit real anim&lt;br /&gt;
8bit num of anim actions in this instance&lt;br /&gt;
for this num of actions do&lt;br /&gt;
    8bit action type&lt;br /&gt;
    if type=0x06 - sample sounds (will play the sample in the specified animation keyframe)&lt;br /&gt;
         8bit keyframe&lt;br /&gt;
         16bit sample&lt;br /&gt;
    if type=0x10 or type=0x0F - brick sample (I didn&#039;t find yet why we have 2 action for the same thing)&lt;br /&gt;
         8bit keyframe (this will play the sample according with the brick type in the specified animation keyframe)&lt;br /&gt;
   if type=0x09 - throw projectile (don&#039;t know yet the meaning of the content)&lt;br /&gt;
 end for&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Actions from LBA1 - can be the same&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
enum ActionType {&lt;br /&gt;
	ACTION_HITTING           = 0,&lt;br /&gt;
	ACTION_SAMPLE            = 1,&lt;br /&gt;
    	ACTION_SAMPLE_FREQ       = 2,&lt;br /&gt;
    	ACTION_THROW_EXTRA_BONUS = 3,&lt;br /&gt;
	ACTION_THROW_MAGIC_BALL  = 4,&lt;br /&gt;
	ACTION_SAMPLE_REPEAT     = 5,&lt;br /&gt;
	ACTION_UNKNOWN_6         = 6,&lt;br /&gt;
	ACTION_UNKNOWN_7         = 7,&lt;br /&gt;
	ACTION_SAMPLE_STOP       = 8,&lt;br /&gt;
	ACTION_UNKNOWN_9         = 9, // unused&lt;br /&gt;
	ACTION_SAMPLE_BRICK_1    = 10,&lt;br /&gt;
	ACTION_SAMPLE_BRICK_2    = 11,&lt;br /&gt;
	ACTION_HERO_HITTING      = 12,&lt;br /&gt;
	ACTION_UNKNOWN_13        = 13,&lt;br /&gt;
	ACTION_UNKNOWN_14        = 14,&lt;br /&gt;
	ACTION_UNKNOWN_15        = 15,&lt;br /&gt;
    ACTION_LAST&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Omni provided the below info:&lt;br /&gt;
&lt;br /&gt;
0x9 Throw the magic ball&lt;br /&gt;
8bit_s trigger key frame &lt;br /&gt;
16bit_u y-offset from the actor&#039;s yposition from which the ball will be thrown&lt;br /&gt;
16bit_s vertical angle (adjusting the incline of the throw)&lt;br /&gt;
16bit_s velocity&lt;br /&gt;
8bit_s gravitational acceleration g&lt;br /&gt;
&lt;br /&gt;
0x8 Throw extra&lt;br /&gt;
8bit_s trigger key frame &lt;br /&gt;
16bit_u y-offset from the actor&#039;s yposition from which the ball will be thrown&lt;br /&gt;
8bit_u type of extra (sprite id)&lt;br /&gt;
16bit_s vertical angle (adjusting the incline of the throw)&lt;br /&gt;
16bit_s velocity&lt;br /&gt;
8bit_s gravitational acceleration g&lt;br /&gt;
8bit_s harmfulness of extra&lt;br /&gt;
&lt;br /&gt;
0x5 Hit near objects&lt;br /&gt;
8bit_s trigger key frame&lt;br /&gt;
8bit_s hit force&lt;br /&gt;
&lt;br /&gt;
0x17 Twinsen attack&lt;br /&gt;
8bit_s trigger key frame&lt;br /&gt;
this action is using a hard-wired lookup-table to choose the hit force using twinsens magic level.&lt;br /&gt;
i didn&#039;t know twinsens hit force increased with his magic level  &lt;br /&gt;
&lt;br /&gt;
0x18 throw extra from custom offset into a custom direction&lt;br /&gt;
8bit_s trigger key frame&lt;br /&gt;
16bit_s offset x&lt;br /&gt;
16bit_s offset y&lt;br /&gt;
16bit_s offset z&lt;br /&gt;
8bit_s type of extra (sprite id)&lt;br /&gt;
16bit_s vertical angle &lt;br /&gt;
16bit_s horizontal angle &lt;br /&gt;
16bit_s velocity&lt;br /&gt;
8bit_s gravitational acceleration&lt;br /&gt;
8bit_s harmfulness of extra&lt;br /&gt;
these values all have to be interpreted relative to actor position and actor angle.&lt;br /&gt;
&lt;br /&gt;
0x19 throw extra from custom offset into custom direction STRANGE VERSION&lt;br /&gt;
8bit_s trigger key frame&lt;br /&gt;
16bit_s offset x&lt;br /&gt;
16bit_s offset y&lt;br /&gt;
16bit_s offset z&lt;br /&gt;
8bit_s type of extra (sprite id)&lt;br /&gt;
16bit_s vertical angle &lt;br /&gt;
16bit_s horizontal angle &lt;br /&gt;
16bit_s velocity&lt;br /&gt;
8bit_s gravitational acceleration&lt;br /&gt;
8bit_s harmfulness of extra&lt;br /&gt;
the strange part of this version is, that an additional angle offset is added to the vertical angle. this offset is calculated this way:&lt;br /&gt;
&lt;br /&gt;
does someone has an idea what this used for? maybe to throw grenades?&lt;br /&gt;
&lt;br /&gt;
0x20 shoot a persecuting extra (aiming to hit another actor)&lt;br /&gt;
8bit_s trigger key frame&lt;br /&gt;
16bit_s offset x&lt;br /&gt;
16bit_s offset y&lt;br /&gt;
16bit_s offset z&lt;br /&gt;
8bit_s type of extra (sprite id)&lt;br /&gt;
8bit_s targeted actor (strange that this is fixed O_o)&lt;br /&gt;
16bit_s maxSpeed&lt;br /&gt;
8bit_s harmfulness&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xesf</name></author>
	</entry>
	<entry>
		<id>https://lbafileinfo.kaziq.net/index.php?title=LBA1:File3D_entity&amp;diff=2300</id>
		<title>LBA1:File3D entity</title>
		<link rel="alternate" type="text/html" href="https://lbafileinfo.kaziq.net/index.php?title=LBA1:File3D_entity&amp;diff=2300"/>
		<updated>2019-08-26T19:32:37Z</updated>

		<summary type="html">&lt;p&gt;Xesf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox format&lt;br /&gt;
| extension = 3DE&lt;br /&gt;
| colour = CCFF33&lt;br /&gt;
| lba1 = true&lt;br /&gt;
| defaultsort = entity&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
3DE files contain data that associates 3D models of one character with its animations.&lt;br /&gt;
&lt;br /&gt;
==Specification:==&lt;br /&gt;
{{Cleanup|It should be reformatted to use wikitext instead of &amp;amp;lt;pre&amp;amp;gt; tags.}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[#] [ INFORMATION ] ------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
This document describes the format in which the LBA1Relentless File3D (character informations) are stored in.&lt;br /&gt;
If you find any errors or new stuff in this or for this document please email me the details.&lt;br /&gt;
This information is provided AS IS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ NOTE ] -------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
In LBA1 this files are inside File3D.HQR with many entries, each one corresponding the following format.&lt;br /&gt;
&lt;br /&gt;
Additional information:&lt;br /&gt;
        s32 = signed int (32bit)&lt;br /&gt;
        u16 = unsigned short (16bit)&lt;br /&gt;
        s16 = signed short (16bit)&lt;br /&gt;
        byte (8bit)&lt;br /&gt;
        + = to add previeous bytes count&lt;br /&gt;
&lt;br /&gt;
[#] [ FORMAT ] -----------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Do this while not EOF&lt;br /&gt;
[ Entry ]&lt;br /&gt;
00:        byte        File3D Opcode&lt;br /&gt;
                 |-&amp;gt; Opcode = 0x01 -&amp;gt; Body content&lt;br /&gt;
                 |--&amp;gt;        Opcode = 0x03 -&amp;gt; Anim content&lt;br /&gt;
                 |---&amp;gt; Opcode = 0xFF (255) -&amp;gt; EOF (End Of File)&lt;br /&gt;
&lt;br /&gt;
[ IF Opcode = 0x01 ]&lt;br /&gt;
+00:       byte        Body index (in File3D.HQR)&lt;br /&gt;
01:        byte        Body data size - 1 (only take the following values)&lt;br /&gt;
                 |-&amp;gt; 0x04 (4) -&amp;gt; When no collision box is used&lt;br /&gt;
                 |--&amp;gt; 0x11 (17) -&amp;gt; When used a collision box&lt;br /&gt;
02:        s16        Body real index (in Body.HQR)&lt;br /&gt;
04:        byte        Collision box flag&lt;br /&gt;
                 |-&amp;gt; flag = 0x00 (0) -&amp;gt; Model doesn&#039;t use collision box&lt;br /&gt;
                 |--&amp;gt; flag = 0x01 (1) -&amp;gt; Model use collision box&lt;br /&gt;
&lt;br /&gt;
[ IF Collision box flag is set ]&lt;br /&gt;
05:        byte        Number of bytes to read minus 2. In this case the value is always 0x0E, so it will have more 0x0E-0x02 = 0x0C bytes&lt;br /&gt;
06:        u16        X (bottom left)&lt;br /&gt;
08:        u16        Y (bottom left)&lt;br /&gt;
0A:        u16        Z (bottom left)&lt;br /&gt;
0C:        u16        X (top right)&lt;br /&gt;
0E:        u16        Y (top right)&lt;br /&gt;
10:        u16        Z (top right)&lt;br /&gt;
&lt;br /&gt;
[ / Opcode 0x01 ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[ IF Opcode = 0x03 ]&lt;br /&gt;
+00:       byte        Anim index (in File3D.HQR)&lt;br /&gt;
01:        byte        Anim data size - 1 (only take the following values)&lt;br /&gt;
                 |-&amp;gt; 0x04 (4) -&amp;gt; No actions&lt;br /&gt;
                 |--&amp;gt; 0x08 (8) -&amp;gt; Unknown actions&lt;br /&gt;
                 |--&amp;gt; 0x10 (17) -&amp;gt; Use anim actions&lt;br /&gt;
02:        s16        Anim real index (in Anim.HQR)&lt;br /&gt;
&lt;br /&gt;
[ IF Unknown flag is 0x08 or 0x10 ]&lt;br /&gt;
&lt;br /&gt;
05:        &lt;br /&gt;
&lt;br /&gt;
[ / Opcode 0x03 ]&lt;br /&gt;
&lt;br /&gt;
[ IF Opcode = 0xFF ]&lt;br /&gt;
  - EOF (End Of File)&lt;br /&gt;
  - No more content is in the file, so the processing of the entry ends here.&lt;br /&gt;
[ / Opcode ]&lt;br /&gt;
&lt;br /&gt;
[ / Entry ]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{providers|[[provider::alexfont]]}}&lt;/div&gt;</summary>
		<author><name>Xesf</name></author>
	</entry>
	<entry>
		<id>https://lbafileinfo.kaziq.net/index.php?title=LBA2:3D_model&amp;diff=2290</id>
		<title>LBA2:3D model</title>
		<link rel="alternate" type="text/html" href="https://lbafileinfo.kaziq.net/index.php?title=LBA2:3D_model&amp;diff=2290"/>
		<updated>2018-02-05T21:23:20Z</updated>

		<summary type="html">&lt;p&gt;Xesf: adding header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox format&lt;br /&gt;
| extension = LM2&lt;br /&gt;
| lba2 = true&lt;br /&gt;
| colour = 3BB9FF&lt;br /&gt;
| defaultsort = model&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
LM2 files contain 3D models used for Actors and other objects in LBA2.&lt;br /&gt;
&lt;br /&gt;
== Specification ==&lt;br /&gt;
{{incomplete}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ Header ]&lt;br /&gt;
00:	s32	bodyFlag&lt;br /&gt;
08:	s32	xMin&lt;br /&gt;
0C:	s32	xMax&lt;br /&gt;
10:	s32	yMin&lt;br /&gt;
14:	s32	yMax&lt;br /&gt;
18:	s32	zMin&lt;br /&gt;
1C:	s32	zMax&lt;br /&gt;
20:	u32	Number of bones&lt;br /&gt;
24:	u32	Offset to bones&lt;br /&gt;
28:	u32	Number of vertices&lt;br /&gt;
2C:	u32	Offset to vertices&lt;br /&gt;
30:	u32	Number of normals&lt;br /&gt;
34:	u32	Offset to normals&lt;br /&gt;
38:	u32	Number of unknown1&lt;br /&gt;
3C:	u32	Offset to unknown1&lt;br /&gt;
40:	u32	Number of polygons&lt;br /&gt;
44:	u32	Offset to polygons&lt;br /&gt;
48:	u32	Number of lines&lt;br /&gt;
4C:	u32	Offset to lines&lt;br /&gt;
50:	u32	Number of spheres&lt;br /&gt;
54:	u32	Offset to spheres&lt;br /&gt;
58:	u32	Number of textures&lt;br /&gt;
5C:	u32	Offset to textures&lt;br /&gt;
[ / Header ]&lt;br /&gt;
&lt;br /&gt;
[ Bone ]&lt;br /&gt;
00:	u16	Parent bone&lt;br /&gt;
02:	u16	Vertex&lt;br /&gt;
04:	u16	??&lt;br /&gt;
06:	u16	??&lt;br /&gt;
[ / Bone ]&lt;br /&gt;
&lt;br /&gt;
[ Vertex ]&lt;br /&gt;
00:	s16	x&lt;br /&gt;
02:	s16	y&lt;br /&gt;
04:	s16	z&lt;br /&gt;
06:	u16	Bone&lt;br /&gt;
[ / Vertex ]&lt;br /&gt;
&lt;br /&gt;
[ Normal ]&lt;br /&gt;
00:	s16	x&lt;br /&gt;
02:	s16	y&lt;br /&gt;
04:	s16	z&lt;br /&gt;
06:	u16	??&lt;br /&gt;
[ / Normal ]&lt;br /&gt;
&lt;br /&gt;
[ Unknown1 ]&lt;br /&gt;
00:	u16	??&lt;br /&gt;
02:	u16	??&lt;br /&gt;
04:	u16	??&lt;br /&gt;
06:	u16	??&lt;br /&gt;
[ / Unknown1 ]&lt;br /&gt;
&lt;br /&gt;
[ Polygon ]&lt;br /&gt;
00:	u16	flag (Use Texture/Is Transparency)&lt;br /&gt;
02:	u16	Number of polygons&lt;br /&gt;
04:	u16	Size of data&lt;br /&gt;
06:	u16	??&lt;br /&gt;
Read (size - 8) * (number of polygons)&lt;br /&gt;
That data contains polygons and colour information&lt;br /&gt;
[ / Polygon ]&lt;br /&gt;
&lt;br /&gt;
[ Lines ]&lt;br /&gt;
00:	u16	??&lt;br /&gt;
02:	u16	colour&lt;br /&gt;
04:	u16	vertex1&lt;br /&gt;
06:	u16	vertex2&lt;br /&gt;
[ / Unknown2 ]&lt;br /&gt;
&lt;br /&gt;
[ Sphere ]&lt;br /&gt;
00:	u16	??&lt;br /&gt;
02:	u16	colour&lt;br /&gt;
04:	u16	vertex&lt;br /&gt;
06:	u16	size (needs to be devided by 0x4000)&lt;br /&gt;
[ / Sphere ]&lt;br /&gt;
&lt;br /&gt;
[ Textures ]&lt;br /&gt;
00:	u8	x&lt;br /&gt;
01:	u8	y&lt;br /&gt;
02:	u8	w&lt;br /&gt;
03:	u8	h&lt;br /&gt;
[ / Textures ]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{providers|[[provider::xesf]]}}&lt;/div&gt;</summary>
		<author><name>Xesf</name></author>
	</entry>
	<entry>
		<id>https://lbafileinfo.kaziq.net/index.php?title=LBA1:Savegame&amp;diff=2277</id>
		<title>LBA1:Savegame</title>
		<link rel="alternate" type="text/html" href="https://lbafileinfo.kaziq.net/index.php?title=LBA1:Savegame&amp;diff=2277"/>
		<updated>2017-05-06T18:22:48Z</updated>

		<summary type="html">&lt;p&gt;Xesf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox format&lt;br /&gt;
| extension = LBA&lt;br /&gt;
| lba1 = true&lt;br /&gt;
| colour = &lt;br /&gt;
| defaultsort = Savegame&lt;br /&gt;
}}&lt;br /&gt;
Savegame files contain the saved states of the game.&lt;br /&gt;
&lt;br /&gt;
==Specification==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
                    L I T T L E   B I G   A D V E N T U R E&lt;br /&gt;
                                Savegame Format&lt;br /&gt;
                        by Michiel &#039;El Muerte&#039; Hendriks&lt;br /&gt;
                                 version 1.2.0&lt;br /&gt;
&lt;br /&gt;
--------------------------------[ INFORMATION ]--------------------------------&lt;br /&gt;
&lt;br /&gt;
This document describes the format in which the LBA1\Relentless savegames are &lt;br /&gt;
stored in. I used this information in the generation of my savegame editor for &lt;br /&gt;
the LBA games. If you find any errors in this document please email me the &lt;br /&gt;
details, also if you find new stuff please notify me. This information is &lt;br /&gt;
provided AS IS.&lt;br /&gt;
All numbers are in base 16&lt;br /&gt;
&lt;br /&gt;
Email:    elmuerte@magicball.net&lt;br /&gt;
WWW:      http://www.magicball.net&lt;br /&gt;
&lt;br /&gt;
-----------------------------------[ FORMAT ]----------------------------------&lt;br /&gt;
&lt;br /&gt;
0     BYTE      Savegame ident, always 0x03&lt;br /&gt;
1     CSTRING   Title&lt;br /&gt;
                + = from the end of the title, (after the 0x00)&lt;br /&gt;
&lt;br /&gt;
+0    BYTE      Number of game flags , Always 0xFF&lt;br /&gt;
                Inventory: if the value is 0x01 then it&#039;s in the inventory&lt;br /&gt;
+1	  BYTE	    Holomap&lt;br /&gt;
+2	  BYTE	    Magic Ball&lt;br /&gt;
+3	  BYTE	    FunFrock&#039;s Saber&lt;br /&gt;
+4	  BYTE	    Gawleys Horn&lt;br /&gt;
+5	  BYTE	    Tunic&lt;br /&gt;
+6	  BYTE	    Book of B�&lt;br /&gt;
+7	  BYTE	    Sendels&#039;s Medallion&lt;br /&gt;
+8	  BYTE	    Flask of clear water&lt;br /&gt;
+9	  BYTE	    Red Card&lt;br /&gt;
+A	  BYTE	    Blue Card&lt;br /&gt;
+B	  BYTE	    ID-Card&lt;br /&gt;
+C	  BYTE	    Mr. Mies&#039;s Pass&lt;br /&gt;
+D	  BYTE	    Proto Pack&lt;br /&gt;
+E	  BYTE	    Snowboard&lt;br /&gt;
+F	  BYTE	    Meca Penguin&lt;br /&gt;
+10	  BYTE	    Gas&lt;br /&gt;
+11	  BYTE	    Pirate Flag&lt;br /&gt;
+12	  BYTE	    Magic Flute&lt;br /&gt;
+13	  BYTE	    Space Guitar&lt;br /&gt;
+14	  BYTE	    Hair Dryer&lt;br /&gt;
+15	  BYTE	    Ancesteral Key&lt;br /&gt;
+16	  BYTE	    Bottle of Sirup&lt;br /&gt;
+17	  BYTE	    Empty Bottle&lt;br /&gt;
+18	  BYTE	    Ferry Ticket&lt;br /&gt;
+19	  BYTE	    Keypad&lt;br /&gt;
+1A	  BYTE	    Coffee Can&lt;br /&gt;
+1B	  BYTE	    Bonuses List&lt;br /&gt;
+1C	  BYTE	    Clover Leaf&lt;br /&gt;
                Quest flags (0x01 if set)&lt;br /&gt;
+1D	  BYTE	    Quest 1 = Met the cousin of the locksmith&lt;br /&gt;
+1E	  BYTE	    Quest 2 = Twinsen&#039;s house destroyed&lt;br /&gt;
+1F	  BYTE	    Quest 3 = Opened funfrocks safe&lt;br /&gt;
+20	  BYTE	    Quest 4 = Placed statue in the first scene of Bu&lt;br /&gt;
+21	  BYTE	    Quest 5 = Lock smith not home&lt;br /&gt;
+22	  BYTE	    Quest 6 = found clover bosx in the bar&lt;br /&gt;
+23	  BYTE	    Quest 7 = got kashes from astromoners chest&lt;br /&gt;
+24	  BYTE	    Quest 8 = escaped through cimney&lt;br /&gt;
+25	  BYTE	    Quest 9 = foudn 25 kashes in the chest near the citadel&lt;br /&gt;
+26	  BYTE	    Quest 10 = cleaned water tower water&lt;br /&gt;
+27	  BYTE	    Quest 11 = read the book of the prophecy&lt;br /&gt;
+28	  BYTE	    Quest 12 = aranged crates&lt;br /&gt;
+29	  BYTE	    Quest 13 = Telepods destroyed&lt;br /&gt;
+2A	  BYTE	    Quest 14 = Turned on the museum alarm&lt;br /&gt;
+2B	  BYTE	    Quest 15 = gave book to old guy&lt;br /&gt;
+2C	  BYTE	    Quest 16 = password for the marked stone&lt;br /&gt;
+2D	  BYTE	    Quest 17 = password for the eclypse stone&lt;br /&gt;
+2E	  BYTE	    Quest 18 = freed the marked stone&lt;br /&gt;
+2F	  BYTE	    Quest 19 = freeed the marked stone&lt;br /&gt;
+30	  BYTE	    Quest 20 = Reopened the bar&lt;br /&gt;
+31	  BYTE	    Quest 21 = ?? found beech side entrance to cave -&amp;gt; 48: !-Twinkel Loin:OK&lt;br /&gt;
+32	  BYTE	    Quest 22 = Placed statue in first level of Bu&lt;br /&gt;
+33	  BYTE	    Quest 23 = ?? -&amp;gt; 50: 3-Amphore1 BU2&lt;br /&gt;
+34	  BYTE	    Quest 24 = Broke seal to the marked stone&lt;br /&gt;
+35	  BYTE	    Quest 25 = access to the secret document section of the library, ?? get&#039;s zero&#039;ed on port beluga after quest 11&lt;br /&gt;
+36	  BYTE	    Quest 26 = talked to forger&lt;br /&gt;
+37	  BYTE	    Quest 27 = Museum sewer entrance open&lt;br /&gt;
+38	  BYTE	    Quest 28 = Tunnel in the rabbibunny village open&lt;br /&gt;
+39	  BYTE	    Quest 29 = Broke seal in the white leaf desert&lt;br /&gt;
+3A	  BYTE	    Quest 30 = Found clover box on the island near peg leg street&lt;br /&gt;
+3B	  BYTE	    Quest 31 = museum has been robbed&lt;br /&gt;
+3C	  BYTE	    Quest 32 = broke sendell seal in citadel island&lt;br /&gt;
+3D	  BYTE	    Quest 33 = broke sendell seal in the old burg&lt;br /&gt;
+3E	  BYTE	    Quest 34 = found cave beneath house&lt;br /&gt;
+3F	  BYTE	    Quest 35 = killed pharmacist&lt;br /&gt;
+40	  BYTE	    Quest 36 = globbered a clone&lt;br /&gt;
+41	  BYTE	    Quest 37 = went through the secret passage to the lock smith&lt;br /&gt;
+42	  BYTE	    Quest 38 = went outside with locksmith&lt;br /&gt;
+43	  BYTE	    Quest 39 = opened gate to upper old burg&lt;br /&gt;
+44	  BYTE	    Quest 40 = Spoke with the rebel leader&lt;br /&gt;
+45	  BYTE	    Quest 41 = Bought the catamaran&lt;br /&gt;
+46	  BYTE	    Quest 42 = Spoke to the rebel in the harbor bunker&lt;br /&gt;
+47	  BYTE	    Quest 43 = inventory disabled&lt;br /&gt;
+48	  BYTE	    Quest 44 = Destroyed the radar on the hamalayi&lt;br /&gt;
+49	  BYTE	    Quest 45 = First hamalayi scene with the rebel (zeroed on 46)&lt;br /&gt;
+4A	  BYTE	    Quest 46 = Second hamalayi scene with the rebel (zeroed in the next scene)&lt;br /&gt;
+4B	  BYTE	    Quest 47 = Third hamalayi scene with the rebel (zeroed in the next scene)&lt;br /&gt;
+4C	  BYTE	    Quest 48 = New rebel&lt;br /&gt;
+4D	  BYTE	    Quest 49 = sacret carrot being opened, zeroed after 68&lt;br /&gt;
+4E	  BYTE	    Quest 50 = Tank in fort on the Hamalayi&lt;br /&gt;
+4F	  BYTE	    Quest 51 = Tank in the hamalayi taken&lt;br /&gt;
+50	  BYTE	    Quest 52 = destroyed the mutant eggs&lt;br /&gt;
+51	  BYTE	    Quest 53 = Opened door in the mutant factory (middle)&lt;br /&gt;
+52	  BYTE	    Quest 54 = Opened door in the mutant factory (lower)&lt;br /&gt;
+53	  BYTE	    Quest 55 = Talked with chatter lady on the old burg (Julia)&lt;br /&gt;
+54	  BYTE	    Quest 56 = ?? something with clear water -&amp;gt; 83: ?-eau claire verse&lt;br /&gt;
+55	  BYTE	    Quest 57 = Sailor wants a drink&lt;br /&gt;
+56	  BYTE	    Quest 58 = Took the jeep to the rabbibunny village&lt;br /&gt;
+57	  BYTE	    Quest 59 = Received quest to retreive a hairdryer&lt;br /&gt;
+58	  BYTE	    Quest 60 = Librarian complaint about the citys tap water&lt;br /&gt;
+59	  BYTE	    Quest 61 = Freed the rebel leader&lt;br /&gt;
+5A	  BYTE	    Quest 62 = Arrived on the hamalayi with the rebels&lt;br /&gt;
+5B	  BYTE	    Quest 63 = Gave away the space guitar&lt;br /&gt;
+5C	  BYTE	    Quest 64 = Entrance to the secret passage to Dinofly open&lt;br /&gt;
+5D	  BYTE	    Quest 65 = information about zoe from the sailor&lt;br /&gt;
+5E	  BYTE	    Quest 66 = Opened door with the hidden key in the secret passage to Dinofly&lt;br /&gt;
+5F	  BYTE	    Quest 67 = Took dinofly&lt;br /&gt;
+60	  BYTE	    Quest 68 = sacret carrot is open&lt;br /&gt;
+61	  BYTE	    Quest 69 = arrived in the middle of white leaf desert, got reset after you freed joe&lt;br /&gt;
+62	  BYTE	    Quest 70 = Attached pirate flag to ship&lt;br /&gt;
+63   BYTE	    Quest 71 = ?? -&amp;gt; 8: 4-parl� au faussair&lt;br /&gt;
+64	  BYTE	    Quest 72 = Info about LeBournes treasure&lt;br /&gt;
+65	  BYTE	    Quest 73 = Temple of bu, 2nd scene, finished sub room #1&lt;br /&gt;
+66	  BYTE	    Quest 74 = Temple of bu, 2nd scene, finished sub room #2&lt;br /&gt;
+67	  BYTE	    Quest 75 = Temple of bu, 2nd scene, finished sub room #3&lt;br /&gt;
+68	  BYTE	    Quest 76 = Got a ferry ticket&lt;br /&gt;
+69	  BYTE	    Quest 77 = ?? -&amp;gt; 104: 2-archi a l1t�rieur&lt;br /&gt;
+6A	  BYTE	    Quest 78 = Freed the rebel leader&lt;br /&gt;
+6B	  BYTE	    Quest 79 = Broke Sendell seal in secret cave &lt;br /&gt;
+6C	  BYTE	    Quest 80 = Killed the groboclone in the closed bar&lt;br /&gt;
+6D	  BYTE	    Quest 81 = ?? ski piste open -&amp;gt; 108: 9-Vanne pisc ouver&lt;br /&gt;
+6E	  BYTE	    Quest 82 = ?? -&amp;gt; 109: 9-Bette ftres tuee&lt;br /&gt;
+6F	  BYTE	    Quest 83 = Opened 1st gate&lt;br /&gt;
+70	  BYTE	    Quest 84 = Placed statue in 3rd scene&lt;br /&gt;
+71	  BYTE	    Quest 85 = ?? -&amp;gt; 112: 9-Porte zoe ouvert&lt;br /&gt;
+72	  BYTE	    Quest 86 = Saved Joe the elf&lt;br /&gt;
+73	  BYTE	    Quest 87 = ?? -&amp;gt; 114: 9-Sceau eclater&lt;br /&gt;
+74	  BYTE	    Quest 88 = Saved the rabbibunny from the mutant&lt;br /&gt;
+75	  BYTE	    Quest 89 = ?? -&amp;gt; 116: 10-FTRES d�truite&lt;br /&gt;
+76	  BYTE	    Quest 90 = Broke seal on Brundle Island&lt;br /&gt;
+77	  BYTE	    Quest 91 = Saved Raymond the elf&lt;br /&gt;
+78	  BYTE	    Quest 92 = Took hydroglyder&lt;br /&gt;
+79	  BYTE	    Quest 93 = Opened the door in funky town&lt;br /&gt;
+7A	  BYTE	    Quest 94 = Opened lock on forgers house&lt;br /&gt;
+7B	  BYTE	    Quest 95 = ?? Used keypad -&amp;gt; 122: 9-DigiCode Pos�&lt;br /&gt;
+7C	  BYTE	    Quest 96 = ?? -&amp;gt; 123: 11-Funfrok a parl�&lt;br /&gt;
+7D	  BYTE	    Quest 97 = ?? -&amp;gt; 124: 9-Portail ouvert&lt;br /&gt;
+7E	  BYTE	    Quest 98 = ?? -&amp;gt; 125: 9-Infirmier tu�&lt;br /&gt;
+7F	  BYTE	    Quest 99 = ?? -&amp;gt; 126: 9-LapiRouge tu�&lt;br /&gt;
+80	  BYTE	    Quest 100 = ?? -&amp;gt; 127: 9-Peintre dehors&lt;br /&gt;
+81	  BYTE	    Quest 101 = ?? -&amp;gt; 128: 2-Lapi chez fr�re&lt;br /&gt;
+82	  BYTE	    Quest 102 = ?? -&amp;gt; 129: 11-Sceau Sendell ok&lt;br /&gt;
+83	  BYTE	    Quest 103 = ?? -&amp;gt; 130: 11-Rochers d�truits&lt;br /&gt;
+84	  BYTE	    Quest 104 = ?? -&amp;gt; 131: 2-Lapi lib�r�&lt;br /&gt;
+85	  BYTE	    Quest 105 = Clover box in sewer citadel island&lt;br /&gt;
+86	  BYTE	    Quest 106 = ?? -&amp;gt; 133: 11-Portail ouvert&lt;br /&gt;
+87	  BYTE	    Quest 107 = ?? -&amp;gt; 134: 10-Lapi chef sorti&lt;br /&gt;
+88	  BYTE	    Quest 108 = ?? -&amp;gt; 135: 10-Lapi a creus�&lt;br /&gt;
+89	  BYTE	    Quest 109 = ?? -&amp;gt; 136: 10-char&amp;amp;gardes tu�s&lt;br /&gt;
+8A	  BYTE	    Quest 110 = ?? -&amp;gt; 137: 11-Funfrock tomb�&lt;br /&gt;
+8B	  BYTE	    Quest 111 = Took the boat to the white leaf desert&lt;br /&gt;
+8C	  BYTE	    Quest 112 = ?? -&amp;gt; 139: 11-FunFrock tu�&lt;br /&gt;
+8D	  BYTE	    Quest 113 = ?? -&amp;gt; 140: 6-Kroptman parti&lt;br /&gt;
+8E	  BYTE	    Quest 114 = Opened clear water lake&lt;br /&gt;
+8F	  BYTE	    Quest 115 = Spoke with the old man in thw white leaf desert&lt;br /&gt;
+90	  BYTE	    Quest 116 = Information about LeBourne from sailor (to speak with the Old Brug shop keeper)&lt;br /&gt;
+91	  BYTE	    Quest 117 = Activated secret grobo statue&lt;br /&gt;
+92	  BYTE	    Quest 118 = Found 150 kashes in the secret area of the old burg&lt;br /&gt;
+93	  BYTE	    Quest 119 = ?? -&amp;gt; 146: 11-Zoe a parl�&lt;br /&gt;
+94	  BYTE	    Quest 120 = Opened gate to the shuttle&lt;br /&gt;
+95	  BYTE	    Quest 121 = ?? -&amp;gt; 148: Seb en a une petite&lt;br /&gt;
+96	  BYTE	    Quest 122 = Found dinofly&lt;br /&gt;
+97	  BYTE	    Quest 123 = ?? -&amp;gt; 150: verser o clair run1&lt;br /&gt;
+98	  BYTE	    Quest 124 = ?? -&amp;gt; 151: verser o clair run2&lt;br /&gt;
+99	  BYTE	    Quest 125 = destroyed a mutant&lt;br /&gt;
+9A	  BYTE	    Quest 126 = destroyed a mutant&lt;br /&gt;
+9B	  BYTE	    Quest 127 = destroyed a mutant&lt;br /&gt;
+9C	  BYTE	    Quest 128 = destroyed a mutant&lt;br /&gt;
+9D	  BYTE	    Quest 129 = ?? -&amp;gt; 156: 11-Zoe descendue&lt;br /&gt;
+9E	  BYTE	    Quest 130 = Broke seal of the destroyed house on principal island&lt;br /&gt;
+9F	  BYTE      Quest 131 = ?? -&amp;gt; 158: 2-Repr�sentant vu&lt;br /&gt;
... unused          &lt;br /&gt;
+C9   BYTE      Movie: Hit&lt;br /&gt;
+CA   BYTE      Movie: Hit, band-aid&lt;br /&gt;
+CB   BYTE      Movie: Hit, black eye&lt;br /&gt;
+CC   BYTE      Movie: Ferry #1                &lt;br /&gt;
+CD   BYTE      Movie: Temple of Bu&lt;br /&gt;
+CE   BYTE      Movie: White Leaf Desert, flute&lt;br /&gt;
+CF   BYTE      Movie: Hamalayi Mountains, chuttle&lt;br /&gt;
+D0   BYTE      Movie: Hamalayi Mountains, storm&lt;br /&gt;
+D1   BYTE      Movie: Hamalayi Mountains, ski lift&lt;br /&gt;
+D2   BYTE      Movie: Ferry #2&lt;br /&gt;
+D3   BYTE      Movie: Fortress, Zoe Clone&lt;br /&gt;
+D4   BYTE      Movie: Fortress, Rune stone (cut from the game)&lt;br /&gt;
+D5   BYTE      Movie: Fortress, Rune stone&lt;br /&gt;
+D6   BYTE      Movie: Fortress, explosion&lt;br /&gt;
+D7   BYTE      Movie: -&amp;gt; Sendel2.fla&lt;br /&gt;
+D8   BYTE      Movie: Hit, reject&lt;br /&gt;
+D9   BYTE      Movie: Twinsun explosion (on top of the well)&lt;br /&gt;
+DA   BYTE      Movie: Clear water lake&lt;br /&gt;
+DB   BYTE      Movie: -&amp;gt; Sendel.fla&lt;br /&gt;
+DC   BYTE      Movie: Twinsun explosion&lt;br /&gt;
... unused&lt;br /&gt;
+100 	BYTE	    Area code&lt;br /&gt;
+101  BYTE      Chapter&lt;br /&gt;
                00 = Inprisoned&lt;br /&gt;
                01 = Escape from the citadel&lt;br /&gt;
                02 = Zoe got captured&lt;br /&gt;
                03 = - looking for a young girl&lt;br /&gt;
                04 = - looking for a &amp;quot;friend&amp;quot;&lt;br /&gt;
                05 = The legend of Sendell&lt;br /&gt;
                06 = The book of Bu&lt;br /&gt;
                07 = Pirate LeBorne&lt;br /&gt;
                08 = - &amp;quot;good day&amp;quot;&lt;br /&gt;
                09 = - &amp;quot;good day&amp;quot;&lt;br /&gt;
                0A = - ?? nothing&lt;br /&gt;
                0B = - ?? nothing&lt;br /&gt;
                0C = - ?? nothing&lt;br /&gt;
                0D = - looking for plans&lt;br /&gt;
                0E = - still looking for plans&lt;br /&gt;
                0F = The final showdown - &amp;quot;good day&amp;quot;&lt;br /&gt;
+102	BYTE	    Behavior&lt;br /&gt;
                  0 = normal &lt;br /&gt;
                  1 = athletic\sporty&lt;br /&gt;
          				2 = agressive&lt;br /&gt;
          				3 = discrete&lt;br /&gt;
+103	BYTE	    Lifepower, maximum value = 50 (full power)&lt;br /&gt;
+104	WORD	    Kashes, this number can exceed 999 but LBA will not handle this right.&lt;br /&gt;
+106  BYTE      Magic level (0..4)&lt;br /&gt;
+107	BYTE	    Magicpower, maximum values = 80 (20 * magic level), you do not need all the magic items to use this value.&lt;br /&gt;
+108	BYTE	    Cloverboxes, number of cloverboxes (not clovers) maximum value = 10 &lt;br /&gt;
+109	WORD	    West&amp;lt;-&amp;gt;East position of Twinsen in the scene&lt;br /&gt;
+10B	WORD	    Height of Twinsen from the base&lt;br /&gt;
+10D	WORD	    North&amp;lt;-&amp;gt;South position of Twinsen in the scene&lt;br /&gt;
+10F	WORD	    Angle of facing, Min = 0 (SW) (counter clock wise)&lt;br /&gt;
+111	BYTE	    Outfit of Twinsen	&lt;br /&gt;
                  0 = tunic + medallion&lt;br /&gt;
                  1 = tunic&lt;br /&gt;
                  2 = tunic + medallion + sword&lt;br /&gt;
                  3 = prison suit&lt;br /&gt;
                  4 = nurse outfit&lt;br /&gt;
                  5 = tunic + medallion + horn&lt;br /&gt;
                  6 = snowboard (WARNING, this can crash the game when you change behavior)&lt;br /&gt;
                  &amp;gt; will crash the game&lt;br /&gt;
+112  BYTE      Number of holomap locations, always 0x96&lt;br /&gt;
+113  BYTE      Holomap (follows the area code)&lt;br /&gt;
                Format:&lt;br /&gt;
                ........b&lt;br /&gt;
                |||||||\_ can focus&lt;br /&gt;
                ||||||\__&lt;br /&gt;
                |||||\___&lt;br /&gt;
                ||||\____&lt;br /&gt;
                |||\_____&lt;br /&gt;
                ||\______&lt;br /&gt;
                |\_______ ?? been there flag&lt;br /&gt;
                \________ arrow&lt;br /&gt;
                Used values: 0x40, 0x81&lt;br /&gt;
+113  BYTE      Citadel Island, Prison&lt;br /&gt;
+114  BYTE      Citadel Island, Outside the citadel&lt;br /&gt;
+115  BYTE      Citadel Island, near the tavern&lt;br /&gt;
+116  BYTE      Citadel Island, near the pharmacy&lt;br /&gt;
+117  BYTE      Citadel Island, near twinsen&#039;s house&lt;br /&gt;
+118  BYTE      Citadel Island, inside Twinsen&#039;s house&lt;br /&gt;
+119  BYTE      Citadel Island, Harbor&lt;br /&gt;
+11A  BYTE      Citadel Island, Pharmacy&lt;br /&gt;
+11B  BYTE      White Leaf Desert, Temple of B� 1st scene&lt;br /&gt;
+11C  BYTE      Hamalayi Mountains, Landing place&lt;br /&gt;
+11D  BYTE      Principal Island, Library&lt;br /&gt;
+11E  BYTE      Principal Island, Harbor&lt;br /&gt;
+11F  BYTE      Principal Island, Outside the fortress&lt;br /&gt;
+120  BYTE      Principal Island, Lupin Burg&lt;br /&gt;
+121  BYTE      Citadel Island, Tavern&lt;br /&gt;
+122  BYTE      Hamalayi Mountains, Rabbibunny village&lt;br /&gt;
+123  BYTE      Citadel Island, Inside a Rabbibunny house&lt;br /&gt;
+124  BYTE      Principal Island, Ruins&lt;br /&gt;
+125  BYTE      Principal Island, Outside the library&lt;br /&gt;
+126  BYTE      Principal Island, Militairy camp&lt;br /&gt;
+127  BYTE      Citadel Island, Architect&#039;s house&lt;br /&gt;
+128  BYTE      Citadel Island, Secret chamber in the house&lt;br /&gt;
+129  BYTE      Principal Island, Ticket office&lt;br /&gt;
+12A  BYTE      Principal Island, Prison&lt;br /&gt;
+12B  BYTE      Principal Island, Port Belooga&lt;br /&gt;
+12C  BYTE      Principal Island, Peg Leg Street&lt;br /&gt;
+12D  BYTE      Principal Island, Shop&lt;br /&gt;
+12E  BYTE      Principal Island, Locksmith&lt;br /&gt;
+12F  BYTE      Principal Island, Inside a Rabbibunny house&lt;br /&gt;
+130  BYTE      Principal Island, Astronimer&#039;s House&lt;br /&gt;
+131  BYTE      Principal Island, Tavern&lt;br /&gt;
+132  BYTE      Principal Island, Basement of the Astronomer&lt;br /&gt;
+133  BYTE      Principal Island, Stables&lt;br /&gt;
+134  BYTE      Citadel Island, Cellar of the Tavern&lt;br /&gt;
+135  BYTE      Citadel Island, Sewer of the 1st scene&lt;br /&gt;
+136  BYTE      Citadel Island, Warehouse&lt;br /&gt;
+137  BYTE      White Leaf Desert, outside the Temple of B�&lt;br /&gt;
+138  BYTE      Principal Island, Outside the water tower&lt;br /&gt;
+139  BYTE      Principal Island, Inside the water tower&lt;br /&gt;
+13A  BYTE      White Leaf Desert, Militairy camp&lt;br /&gt;
+13B  BYTE      White Leaf Desert, Temple of B� 2nd scene&lt;br /&gt;
+13C  BYTE      White Leaf Desert, Temple of B� 3rd scene&lt;br /&gt;
+13D  BYTE      Proxima Island, Proxim City&lt;br /&gt;
+13E  BYTE      Proxima Island, Museum&lt;br /&gt;
+13F  BYTE      Proxima Island, Near the Inventor&#039;s house&lt;br /&gt;
+140  BYTE      Proxima Island, Upper rune stone&lt;br /&gt;
+141  BYTE      Proxima Island, Lower rune stone&lt;br /&gt;
+142  BYTE      Proxima Island, Befor the upper rune stone&lt;br /&gt;
+143  BYTE      Proxima Island, Forger&#039;s house&lt;br /&gt;
+144  BYTE      Proxima Island, Prison&lt;br /&gt;
+145  BYTE      Proxima Island, Shop&lt;br /&gt;
+146  BYTE      Proxima Island, Sewer&lt;br /&gt;
+147  BYTE      Principal Island, House at Peg Leg Street&lt;br /&gt;
+148  BYTE      Proxima Island, Grobo house&lt;br /&gt;
+149  BYTE      Proxima Island, Inventor&#039;s house&lt;br /&gt;
+14A  BYTE      Citadel Island, Sewer (secret)&lt;br /&gt;
+14B  BYTE      Principal Island, Sewer (secret)&lt;br /&gt;
+14C  BYTE      White Leaf Desert, Maze&lt;br /&gt;
+14D  BYTE      Principal Island, House with the TV&lt;br /&gt;
+14E  BYTE      Rebelion Island, Harbor&lt;br /&gt;
+14F  BYTE      Rebelion Island, Rebel camp&lt;br /&gt;
+150  BYTE      Some room (cut-out ?) &lt;br /&gt;
+151  BYTE      Hamalayi Mountains, 1st fighting scene&lt;br /&gt;
+152  BYTE      Hamalayi Mountains, 2nd fighting scene&lt;br /&gt;
+153  BYTE      Hamalayi Mountains, Prison&lt;br /&gt;
+154  BYTE      Hamalayi Mountains, Outside the transporter&lt;br /&gt;
+155  BYTE      Hamalayi Mountains, Inside the transporter&lt;br /&gt;
+156  BYTE      Hamalayi Mountains, Mutation centre 1st scene&lt;br /&gt;
+157  BYTE      Hamalayi Mountains, Mutation centre 2nd scene&lt;br /&gt;
+158  BYTE      Hamalayi Mountains, 3rd fighting scene&lt;br /&gt;
+159  BYTE      Hamalayi Mountains, Entrance to the prison&lt;br /&gt;
+15A  BYTE      Hamalayi Mountains, Outside the prison&lt;br /&gt;
+15B  BYTE      Hamalayi Mountains, Catamaran dock&lt;br /&gt;
+15C  BYTE      Hamalayi Mountains, Bunker near clear water&lt;br /&gt;
+15D  BYTE      Tippet Island, Village&lt;br /&gt;
+15E  BYTE      Tippet Island, Secret passage scene 2&lt;br /&gt;
+15F  BYTE      Tippet Island, Near the bar&lt;br /&gt;
+160  BYTE      Tippet Island, Secret passage scene 1&lt;br /&gt;
+161  BYTE      Tippet Island, Near the Dino-Fly&lt;br /&gt;
+162  BYTE      Tippet Island, Secret passage scene 3&lt;br /&gt;
+163  BYTE      Tippet Island, Twinsun Cafe&lt;br /&gt;
+164  BYTE      Hamalayi Mountains, Sacret Carrot&lt;br /&gt;
+165  BYTE      Hamalayi Mountains, Backdoor of the prison&lt;br /&gt;
+166  BYTE      Fortress Island, Inside the fortress&lt;br /&gt;
+167  BYTE      Fortress Island, Outside the forstress&lt;br /&gt;
+168  BYTE      Fortress Island, Secret passage scene 1&lt;br /&gt;
+169  BYTE      Fortress Island, Secret in the fortress&lt;br /&gt;
+16A  BYTE      Fortress Island, Near Zoe&#039;s cell&lt;br /&gt;
+16B  BYTE      Fortress Island, Swimming pool&lt;br /&gt;
+16C  BYTE      Fortress Island, Cloning centre&lt;br /&gt;
+16D  BYTE      Fortress Island, Rune stone&lt;br /&gt;
+16E  BYTE      Hamalayi Mountains, Behind th sacret carrot&lt;br /&gt;
+16F  BYTE      Hamalayi Mountains, Clear water lake&lt;br /&gt;
+170  BYTE      Fortress Island, Outside fortress&lt;br /&gt;
+171  BYTE      Brundle Island, Outside the teleportation&lt;br /&gt;
+172  BYTE      Brundle Island, Inside the teleportation&lt;br /&gt;
+173  BYTE      Hamalayi Mountains, Ski resort&lt;br /&gt;
+174  BYTE      Brundle Island, Docks&lt;br /&gt;
+175  BYTE      Brundle Island, Secret room&lt;br /&gt;
+176  BYTE      Brundle Island, Near the telepods&lt;br /&gt;
+177  BYTE      Fortress Island, Docks&lt;br /&gt;
+178  BYTE      Tippet Island, Shop&lt;br /&gt;
+179  BYTE      Principal Island, House in port Belooga&lt;br /&gt;
+17A  BYTE      Brundle Island, Painter&#039;s house&lt;br /&gt;
+17B  BYTE      Citadel Island, Ticket Office&lt;br /&gt;
+17C  BYTE      Principal Island, Inside the fortress&lt;br /&gt;
+17D  BYTE      Polar Island, 2nd scene&lt;br /&gt;
+17E  BYTE      Polar Island, 3rd scene&lt;br /&gt;
+17F  BYTE      Polar Island, Before the rocky peak&lt;br /&gt;
+180  BYTE      Polar Island, 4th scene&lt;br /&gt;
+181  BYTE      Polar Island, The rocky peak&lt;br /&gt;
+182  BYTE      Polar Island, On the rocky peak&lt;br /&gt;
+183  BYTE      Polar Island, Before the end room&lt;br /&gt;
+184  BYTE      Polar Island, Final Battle&lt;br /&gt;
+185  BYTE      Polar Island, End scene&lt;br /&gt;
+186  BYTE      Polar Island, 1st scene&lt;br /&gt;
+187  BYTE      Citadel Island, End sequence (1)&lt;br /&gt;
+188  BYTE      Citadel Island, End sequence (2)&lt;br /&gt;
+189  BYTE      Citadel Island, Twinsen&#039;s house&lt;br /&gt;
... unused&lt;br /&gt;
+1A9	BYTE	    Gas units, maximum value = 99&lt;br /&gt;
+1AA	BYTE		  &#039;Used Inventory Flags&#039;, always 0x1C&lt;br /&gt;
              	Used Inventory Flags&lt;br /&gt;
                  0 = never used&lt;br /&gt;
                  1 = already used (automatic reuse)&lt;br /&gt;
+1AB  BYTE	    Holomap&lt;br /&gt;
+1AC  BYTE	    Magic Ball&lt;br /&gt;
+1AD  BYTE	    FunFrock&#039;s Saber&lt;br /&gt;
+1AE  BYTE	    Gawleys Horn&lt;br /&gt;
+1AF  BYTE	    Tunic&lt;br /&gt;
+1B0  BYTE	    Book of B�&lt;br /&gt;
+1B1  BYTE	    Sendels&#039;s Medallion&lt;br /&gt;
+1B2  BYTE	    Flask of clear water&lt;br /&gt;
+1B3  BYTE	    Red Card&lt;br /&gt;
+1B4  BYTE	    Blue Card&lt;br /&gt;
+1B5  BYTE	    ID-Card&lt;br /&gt;
+1B6  BYTE	    Mr. Mies&#039;s Pass&lt;br /&gt;
+1B7  BYTE	    Proto Pack&lt;br /&gt;
+1B8  BYTE	    Snowboard&lt;br /&gt;
+1B9  BYTE	    Meca Penguin&lt;br /&gt;
+1BA  BYTE	    Gas&lt;br /&gt;
+1BB  BYTE	    Pirate Flag&lt;br /&gt;
+1BC  BYTE	    Magic Flute&lt;br /&gt;
+1BD  BYTE	    Space Guitar&lt;br /&gt;
+1BE  BYTE	    Hair Dryer&lt;br /&gt;
+1BF  BYTE	    Ancesteral Key&lt;br /&gt;
+1C0  BYTE	    Bottle of Sirup&lt;br /&gt;
+1C1  BYTE	    Empty Bottle&lt;br /&gt;
+1C2  BYTE	    Ferry Ticket&lt;br /&gt;
+1C3  BYTE	    Keypad&lt;br /&gt;
+1C4  BYTE	    Coffee Can&lt;br /&gt;
+1C5  BYTE	    Bonuses List&lt;br /&gt;
+1C6  BYTE	    Clover Leaf&lt;br /&gt;
+1C7	BYTE	    Cloverleaves, maximum value = 10, this value may not be higher that the number of cloverboxes&lt;br /&gt;
+1C8	BYTE      Selected Weapon&lt;br /&gt;
                 0 = magic ball&lt;br /&gt;
                 1 = sword&lt;br /&gt;
&lt;br /&gt;
---------------------------------[ AREA CODES ]--------------------------------&lt;br /&gt;
&lt;br /&gt;
[Brundle Island]&lt;br /&gt;
5E=Outside the teleportation&lt;br /&gt;
5F=Inside the teleportation&lt;br /&gt;
61=Docks&lt;br /&gt;
62=Secret room&lt;br /&gt;
63=Near the telepods&lt;br /&gt;
67=Painter&#039;s house&lt;br /&gt;
&lt;br /&gt;
[Citadel Island]&lt;br /&gt;
00=Prison&lt;br /&gt;
01=Outside the citadel&lt;br /&gt;
02=near the tavern&lt;br /&gt;
03=near the pharmacy&lt;br /&gt;
04=near twinsen&#039;s house&lt;br /&gt;
05=inside Twinsen&#039;s house&lt;br /&gt;
06=Harbor&lt;br /&gt;
07=Pharmacy&lt;br /&gt;
0E=Tavern&lt;br /&gt;
10=Inside a Rabbibunny house&lt;br /&gt;
14=Architect&#039;s house&lt;br /&gt;
15=Secret chamber in the house&lt;br /&gt;
21=Cellar of the Tavern&lt;br /&gt;
22=Sewer of the 1st scene&lt;br /&gt;
23=Warehouse&lt;br /&gt;
37=Sewer (secret)&lt;br /&gt;
68=Ticket Office&lt;br /&gt;
74=End sequence (1)&lt;br /&gt;
75=End sequence (2)&lt;br /&gt;
76=Twinsen&#039;s house&lt;br /&gt;
&lt;br /&gt;
[Fortress Island]&lt;br /&gt;
53=Inside the fortress&lt;br /&gt;
54=Outside the forstress&lt;br /&gt;
55=Secret passage scene 1&lt;br /&gt;
56=Secret in the fortress&lt;br /&gt;
57=Near Zoe&#039;s cell&lt;br /&gt;
58=Swimming pool&lt;br /&gt;
59=Cloning centre&lt;br /&gt;
5A=Rune stone&lt;br /&gt;
5D=Outside fortress&lt;br /&gt;
64=Docks&lt;br /&gt;
&lt;br /&gt;
[Hamalayi Mountains]&lt;br /&gt;
09=Landing place&lt;br /&gt;
0F=Rabbibunny village&lt;br /&gt;
3E=1st fighting scene&lt;br /&gt;
3F=2nd fighting scene&lt;br /&gt;
40=Prison&lt;br /&gt;
41=Outside the transporter&lt;br /&gt;
42=Inside the transporter&lt;br /&gt;
43=Mutation centre 1st scene&lt;br /&gt;
44=Mutation centre 2nd scene&lt;br /&gt;
45=3rd fighting scene&lt;br /&gt;
46=Entrance to the prison&lt;br /&gt;
47=Outside the prison&lt;br /&gt;
48=Catamaran dock&lt;br /&gt;
49=Bunker near clear water&lt;br /&gt;
51=Sacret Carrot&lt;br /&gt;
52=Backdoor of the prison&lt;br /&gt;
5B=Behind th sacret carrot&lt;br /&gt;
5C=Clear water lake&lt;br /&gt;
60=Ski resort&lt;br /&gt;
&lt;br /&gt;
[Polar Island]&lt;br /&gt;
6A=2nd scene&lt;br /&gt;
6B=3rd scene&lt;br /&gt;
6C=Before the rocky peak&lt;br /&gt;
6D=4th scene&lt;br /&gt;
6E=The rocky peak&lt;br /&gt;
6F=On the rocky peak&lt;br /&gt;
70=Before the end room&lt;br /&gt;
71=Final Battle&lt;br /&gt;
72=End scene&lt;br /&gt;
73=1st scene&lt;br /&gt;
&lt;br /&gt;
[Principal Island]&lt;br /&gt;
0A=Library&lt;br /&gt;
0B=Harbor&lt;br /&gt;
0C=Outside the fortress&lt;br /&gt;
0D=Lupin Burg&lt;br /&gt;
11=Ruins&lt;br /&gt;
12=Outside the library&lt;br /&gt;
13=Militairy camp&lt;br /&gt;
16=Ticket office&lt;br /&gt;
17=Prison&lt;br /&gt;
18=Port Belooga&lt;br /&gt;
19=Peg Leg Street&lt;br /&gt;
1A=Shop&lt;br /&gt;
1B=Locksmith&lt;br /&gt;
1C=Inside a Rabbibunny house&lt;br /&gt;
1D=Astronimer&#039;s House&lt;br /&gt;
1E=Tavern&lt;br /&gt;
1F=Basement of the Astronimer&lt;br /&gt;
20=Stables&lt;br /&gt;
25=Outside the water tower&lt;br /&gt;
26=Inside the water tower&lt;br /&gt;
34=House at Peg Leg Street&lt;br /&gt;
38=Sewer (secret)&lt;br /&gt;
3A=House with the TV&lt;br /&gt;
66=House in port Belooga&lt;br /&gt;
69=Inside the fortress&lt;br /&gt;
&lt;br /&gt;
[Proxima Island]&lt;br /&gt;
2A=Proxim City&lt;br /&gt;
2B=Museum&lt;br /&gt;
2C=Near the Inventor&#039;s house&lt;br /&gt;
2D=Upper rune stone&lt;br /&gt;
2E=Lower rune stone&lt;br /&gt;
2F=Befor the upper rune stone&lt;br /&gt;
30=Forger&#039;s house&lt;br /&gt;
31=Prison&lt;br /&gt;
32=Shop&lt;br /&gt;
33=Sewer&lt;br /&gt;
35=Grobo house&lt;br /&gt;
36=Inventor&#039;s house&lt;br /&gt;
&lt;br /&gt;
[Rebelion Island]&lt;br /&gt;
3B=Harbor&lt;br /&gt;
3C=Rebel camp&lt;br /&gt;
&lt;br /&gt;
[Tippet Island]&lt;br /&gt;
4A=Village&lt;br /&gt;
4B=Secret passage scene 2&lt;br /&gt;
4C=Near the bar&lt;br /&gt;
4D=Secret passage scene 1&lt;br /&gt;
4E=Near the Dino-Fly&lt;br /&gt;
4F=Secret passage scene 3&lt;br /&gt;
50=Twinsun Cafe&lt;br /&gt;
65=Shop&lt;br /&gt;
&lt;br /&gt;
[White Leaf Desert]&lt;br /&gt;
08=Temple of B� 1st scene&lt;br /&gt;
24=outside the Temple of B�&lt;br /&gt;
27=Militairy camp&lt;br /&gt;
28=Temple of B� 2nd scene&lt;br /&gt;
29=Temple of B� 3rd scene&lt;br /&gt;
39=Maze&lt;br /&gt;
&lt;br /&gt;
[Unknown]&lt;br /&gt;
3D=Some room (cut-out ?) &lt;br /&gt;
77=Credits screen&lt;br /&gt;
&lt;br /&gt;
------------------------------[ REVISION HISTORY ]-----------------------------&lt;br /&gt;
&lt;br /&gt;
Version 1.2.0&lt;br /&gt;
- changed &amp;quot;Twinsen&#039;s openings sentence&amp;quot; to &amp;quot;Chapter&amp;quot;&lt;br /&gt;
- (almost) completed the whole specification, thanks to S�bastien Viannay&lt;br /&gt;
&lt;br /&gt;
Version 1.1.1&lt;br /&gt;
- updated quest flags&lt;br /&gt;
- changed the area code from WORD to BYTE&lt;br /&gt;
- added the talk flag for twinsen&#039;s openings sentence&lt;br /&gt;
&lt;br /&gt;
Version 1.1.0&lt;br /&gt;
- added quests part&lt;br /&gt;
- added holomap part&lt;br /&gt;
&lt;br /&gt;
Version 1.0.0&lt;br /&gt;
- first published draft and shipped with the first release of the LBASGE2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- {{providers|[[provider::]]}} --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xesf</name></author>
	</entry>
	<entry>
		<id>https://lbafileinfo.kaziq.net/index.php?title=LBA2:Game_variables&amp;diff=2249</id>
		<title>LBA2:Game variables</title>
		<link rel="alternate" type="text/html" href="https://lbafileinfo.kaziq.net/index.php?title=LBA2:Game_variables&amp;diff=2249"/>
		<updated>2017-02-08T23:36:00Z</updated>

		<summary type="html">&lt;p&gt;Xesf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;0 to 195 game state flags:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  0: Twinsen gets the holomap (set 1)&lt;br /&gt;
  1: &lt;br /&gt;
  2: Twinsen gets the darts. Probably the number of darts he has. (set 1)&lt;br /&gt;
&lt;br /&gt;
 40: Twinsen talks to Zoe at the beginning of the game (set 1)&lt;br /&gt;
&lt;br /&gt;
 63: default 1 ???&lt;br /&gt;
135: default 1 ??? &lt;br /&gt;
150: default 1 ???&lt;br /&gt;
152: default 1 Rain&lt;br /&gt;
159: default 256 ???&lt;br /&gt;
&lt;br /&gt;
194: set to 1 probably if Twinsen have done an action near the crashed spaceship (Citadel Island, at the Sendell’s Sign).&lt;br /&gt;
195: set to 1 if the wizards have been freed (at the Dark Monk’s Statue, room 1), otherwise it is 0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xesf</name></author>
	</entry>
	<entry>
		<id>https://lbafileinfo.kaziq.net/index.php?title=LBA2:Game_variables&amp;diff=2248</id>
		<title>LBA2:Game variables</title>
		<link rel="alternate" type="text/html" href="https://lbafileinfo.kaziq.net/index.php?title=LBA2:Game_variables&amp;diff=2248"/>
		<updated>2017-02-08T23:33:07Z</updated>

		<summary type="html">&lt;p&gt;Xesf: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;0 to 195 game state flags:&amp;#039;&amp;#039;&amp;#039; &amp;lt;pre&amp;gt;   0: Twinsen gets the holomap (set 1)   1:    2: Twinsen gets the darts. Probably the number of darts he has. (set 1)   40: Twinsen talk...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;0 to 195 game state flags:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  0: Twinsen gets the holomap (set 1)&lt;br /&gt;
  1: &lt;br /&gt;
  2: Twinsen gets the darts. Probably the number of darts he has. (set 1)&lt;br /&gt;
&lt;br /&gt;
 40: Twinsen talks to Zoe at the beginning of the game (set 1)&lt;br /&gt;
&lt;br /&gt;
 63: ??? default 1&lt;br /&gt;
135: ??? default 1 &lt;br /&gt;
150: ??? default 1&lt;br /&gt;
152: ??? default 1&lt;br /&gt;
159: ??? default 256&lt;br /&gt;
&lt;br /&gt;
194: set to 1 probably if Twinsen have done an action near the crashed spaceship (Citadel Island, at the Sendell’s Sign).&lt;br /&gt;
195: set to 1 if the wizards have been freed (at the Dark Monk’s Statue, room 1), otherwise it is 0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xesf</name></author>
	</entry>
	<entry>
		<id>https://lbafileinfo.kaziq.net/index.php?title=LBA2:Magicball&amp;diff=2247</id>
		<title>LBA2:Magicball</title>
		<link rel="alternate" type="text/html" href="https://lbafileinfo.kaziq.net/index.php?title=LBA2:Magicball&amp;diff=2247"/>
		<updated>2017-02-08T22:31:51Z</updated>

		<summary type="html">&lt;p&gt;Xesf: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Magic level&amp;#039;&amp;#039;&amp;#039; &amp;lt;pre&amp;gt; 00: Without Magic Ball 01: Yellow Magic Ball 02: Green Magic Ball 03: Red Magic Ball 04: Fire Magic Ball &amp;lt;/pre&amp;gt;  &amp;#039;&amp;#039;&amp;#039;Magicpower, maximum values = 80 (20...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Magic level&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
00: Without Magic Ball&lt;br /&gt;
01: Yellow Magic Ball&lt;br /&gt;
02: Green Magic Ball&lt;br /&gt;
03: Red Magic Ball&lt;br /&gt;
04: Fire Magic Ball&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magicpower, maximum values = 80 (20 * magic level)&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Xesf</name></author>
	</entry>
	<entry>
		<id>https://lbafileinfo.kaziq.net/index.php?title=LBA_2_data_structures&amp;diff=2246</id>
		<title>LBA 2 data structures</title>
		<link rel="alternate" type="text/html" href="https://lbafileinfo.kaziq.net/index.php?title=LBA_2_data_structures&amp;diff=2246"/>
		<updated>2017-02-08T22:30:27Z</updated>

		<summary type="html">&lt;p&gt;Xesf: /* The Hero */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists pages related to data organisation in LBA 2. Most of it is about active world areas (objects, actors), thus it is much related to Scenes and scripting. &lt;br /&gt;
&lt;br /&gt;
See also: [[LBA2:Isometric scene]] and [[LBA2:3D scene]] file formats&lt;br /&gt;
&lt;br /&gt;
== Scripting == &lt;br /&gt;
* [[LBA2:Track script|Track script]]&lt;br /&gt;
* [[LBA2:Life script|Life script]]&lt;br /&gt;
* [[LBA2:Game variables|Game variables]]&lt;br /&gt;
* [[LBA2:Cube variables|Cube variables]]&lt;br /&gt;
&lt;br /&gt;
== The Hero ==&lt;br /&gt;
* [[LBA2:Inventory objects|Inventory objects]]&lt;br /&gt;
* [[LBA2:Hero behaviours|Hero behaviours]]&lt;br /&gt;
* [[LBA2:Direction modes|Direction modes]]&lt;br /&gt;
* [[LBA2:Magicball|Magicball]]&lt;br /&gt;
&lt;br /&gt;
== Dialogs ==&lt;br /&gt;
* [[LBA2:Dialogs - inventory and global|Inventory and global]]&lt;br /&gt;
* [[LBA2:Dialogs - Citadel Island|Citadel Island]]&lt;br /&gt;
* [[LBA2:Dialogs - White Leaf Desert|White Leaf Desert]]&lt;br /&gt;
* [[LBA2:Dialogs - Emerald Moon|Emerald Moon]]&lt;br /&gt;
* [[LBA2:Dialogs - Otringal|Otringal]]&lt;br /&gt;
* [[LBA2:Dialogs - Celebration Island|Celebration Island]]&lt;br /&gt;
* [[LBA2:Dialogs - Island of the Wannies|Island of the Wannies]]&lt;br /&gt;
* [[LBA2:Dialogs - Island of the Mosquibees|Island of the Mosquibees]]&lt;br /&gt;
* [[LBA2:Dialogs - Francos Island|Francos Island]]&lt;br /&gt;
* [[LBA2:Dialogs - Island CX|Island CX]]&lt;br /&gt;
* [[LBA2:Dialogs - Elevator to the undergas|Elevator to the undergas]]&lt;br /&gt;
* [[LBA2:Dialogs - Volcano Island|Volcano Island]]&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:*}}&lt;br /&gt;
[[Category:LBA2]]&lt;/div&gt;</summary>
		<author><name>Xesf</name></author>
	</entry>
	<entry>
		<id>https://lbafileinfo.kaziq.net/index.php?title=LBA2:Inventory_objects&amp;diff=2245</id>
		<title>LBA2:Inventory objects</title>
		<link rel="alternate" type="text/html" href="https://lbafileinfo.kaziq.net/index.php?title=LBA2:Inventory_objects&amp;diff=2245"/>
		<updated>2017-02-08T22:21:18Z</updated>

		<summary type="html">&lt;p&gt;Xesf: Created page with &amp;quot;&amp;lt;pre&amp;gt; 0: Holomap 1: Magic ball 2: Darts 3: Sendell&amp;#039;s ball 4: Tunic and Sendell&amp;#039;s medallion 5: Incandescent pearl 6: Pyramid shaped key 7: Part for the car 8: Kashes 9: Pisto-L...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
0: Holomap&lt;br /&gt;
1: Magic ball&lt;br /&gt;
2: Darts&lt;br /&gt;
3: Sendell&#039;s ball&lt;br /&gt;
4: Tunic and Sendell&#039;s medallion&lt;br /&gt;
5: Incandescent pearl&lt;br /&gt;
6: Pyramid shaped key&lt;br /&gt;
7: Part for the car&lt;br /&gt;
8: Kashes&lt;br /&gt;
9: Pisto-Laser&lt;br /&gt;
10: Emperor&#039;s sword&lt;br /&gt;
11: Wannie&#039;s glove&lt;br /&gt;
12: Proto-Pack&lt;br /&gt;
13: Ferry Ticket&lt;br /&gt;
14: Nitro-Meca-Penguin&lt;br /&gt;
15: Can of GazoGem&lt;br /&gt;
16: Dissidents&#039; Ring&lt;br /&gt;
17: Gallic acid&lt;br /&gt;
18: Ferryman&#039;s song&lt;br /&gt;
19: Ring of lightning&lt;br /&gt;
20: Customer&#039;s umbrella&lt;br /&gt;
21: Gems&lt;br /&gt;
22: Horn of the Blue Triton&lt;br /&gt;
23: Blowgun&lt;br /&gt;
23: Itinerary token&lt;br /&gt;
24: Slice of tart&lt;br /&gt;
25: Portable radio&lt;br /&gt;
26: Garden Balsam&lt;br /&gt;
27: Magic slate&lt;br /&gt;
28: Translator&lt;br /&gt;
29: Wizard&#039;s diploma&lt;br /&gt;
30: Fragment of the Francos&lt;br /&gt;
31: Fragment of the Sups&lt;br /&gt;
32: Fragment of the Mosquibees&lt;br /&gt;
33: Fragment of the Wannies&lt;br /&gt;
33: Key for the passage to CX&lt;br /&gt;
34: Pick-ax&lt;br /&gt;
35: Franco Burgermaster&#039;s key&lt;br /&gt;
36: Franco Burgermaster&#039;s notes&lt;br /&gt;
37: Protective spell&lt;br /&gt;
38: Green magic ball&lt;br /&gt;
39: Red magic ball&lt;br /&gt;
40: Fire magic ball&lt;br /&gt;
41: Zlitos&lt;br /&gt;
42: Dark Monk&#039;s key&lt;br /&gt;
43: Memory viewer&lt;br /&gt;
43: Blowtron&lt;br /&gt;
44: Wizard&#039;s parade tunic&lt;br /&gt;
45: Super Jet-Pack&lt;br /&gt;
46: Piece of the Crystal of Celebration&lt;br /&gt;
47: Pisto-Laser in working condition&lt;br /&gt;
48: Green Ring of Lightning&lt;br /&gt;
49: Red Ring of Lightning&lt;br /&gt;
50: Ring of Lightning, level Fire&lt;br /&gt;
51: Lucky clover leaf&lt;br /&gt;
52: Darts&lt;br /&gt;
53: Piece of wall&lt;br /&gt;
53: Laser&lt;br /&gt;
54: Laser collision&lt;br /&gt;
55: Powerfull laser&lt;br /&gt;
56: Big black lump&lt;br /&gt;
57: Small black lump&lt;br /&gt;
58: Flat black lump&lt;br /&gt;
59: Small black lump&lt;br /&gt;
60: Eye-like green-turquoise thing&lt;br /&gt;
61: Green transparent rhombus&lt;br /&gt;
62: Red transparent rhombus&lt;br /&gt;
63: Red transparent cube&lt;br /&gt;
63: Flat black rhombus&lt;br /&gt;
64: Crab&lt;br /&gt;
65: White ball&lt;br /&gt;
66: Red ball&lt;br /&gt;
67: Green piece of wall&lt;br /&gt;
68: Green piece of wall - zigzag&lt;br /&gt;
69: Green piece of wall - stick&lt;br /&gt;
70: Green piece of wall - zigzag small&lt;br /&gt;
71: Franco soldier&lt;br /&gt;
72: Franco soldier&lt;br /&gt;
73: Green folded flat thing 1&lt;br /&gt;
73: Green folded flat thing 2&lt;br /&gt;
74: Green folded flat thing 3&lt;br /&gt;
75: Green folded flat thing 4&lt;br /&gt;
76: Green folded flat thing 5&lt;br /&gt;
77: Green folded flat thing 6&lt;br /&gt;
78: Green folded flat thing 7&lt;br /&gt;
79: Green folded flat thing 8&lt;br /&gt;
80: Propellant&lt;br /&gt;
81: Box&lt;br /&gt;
82: Stick&lt;br /&gt;
83: Flat piece 1&lt;br /&gt;
83: Flat piece 2&lt;br /&gt;
84: Flat piece 3&lt;br /&gt;
85: Flat piece 4&lt;br /&gt;
86: Yellow-blue pillar&lt;br /&gt;
87: Green-sandy flat piece&lt;br /&gt;
88: Yellow-turquoise stick&lt;br /&gt;
89: Yellow-turquoise thin lump&lt;br /&gt;
90: Eye-like brown thing&lt;br /&gt;
91: Missile&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xesf</name></author>
	</entry>
	<entry>
		<id>https://lbafileinfo.kaziq.net/index.php?title=LBA2:Hero_behaviours&amp;diff=2244</id>
		<title>LBA2:Hero behaviours</title>
		<link rel="alternate" type="text/html" href="https://lbafileinfo.kaziq.net/index.php?title=LBA2:Hero_behaviours&amp;diff=2244"/>
		<updated>2017-02-08T21:34:25Z</updated>

		<summary type="html">&lt;p&gt;Xesf: Created page with &amp;quot; Behaviour list: &amp;lt;pre&amp;gt; 00: Normal 01: Athletic 02: Agressive 03: Discrete 04: Twinsen with Protopack  05: Twinsen and Zoé 06: Twinsen with Horn of Blue Triton 07: Twinsen wit...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Behaviour list:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
00: Normal&lt;br /&gt;
01: Athletic&lt;br /&gt;
02: Agressive&lt;br /&gt;
03: Discrete&lt;br /&gt;
04: Twinsen with Protopack &lt;br /&gt;
05: Twinsen and Zoé&lt;br /&gt;
06: Twinsen with Horn of Blue Triton&lt;br /&gt;
07: Twinsen with space suit&lt;br /&gt;
08: Twinsen with Super jetpack&lt;br /&gt;
09: Twinsen with space suit (Athletic mode)&lt;br /&gt;
0A: Twinsen with space suit (Normal mode)&lt;br /&gt;
0B: Twinsen with space suit (Athletic mode)&lt;br /&gt;
0C: Twinsen with car&lt;br /&gt;
0D: Twinsen X-Rayed&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xesf</name></author>
	</entry>
	<entry>
		<id>https://lbafileinfo.kaziq.net/index.php?title=LBA2:Savegame&amp;diff=2243</id>
		<title>LBA2:Savegame</title>
		<link rel="alternate" type="text/html" href="https://lbafileinfo.kaziq.net/index.php?title=LBA2:Savegame&amp;diff=2243"/>
		<updated>2017-02-07T22:35:25Z</updated>

		<summary type="html">&lt;p&gt;Xesf: Adding a very old format that was kinda lost.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox format&lt;br /&gt;
| extension = LBA&lt;br /&gt;
| lba2 = true&lt;br /&gt;
| colour = &lt;br /&gt;
| defaultsort = Savegame&lt;br /&gt;
}}&lt;br /&gt;
Savegame files contain the saved states of the game.&lt;br /&gt;
&lt;br /&gt;
==Specification==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
                    L I T T L E   B I G   A D V E N T U R E   2&lt;br /&gt;
                               LBA2 Saved Game Format&lt;br /&gt;
                                     revision 1&lt;br /&gt;
&lt;br /&gt;
Author:   Alexandre Fontoura [alexfont]&lt;br /&gt;
Email:    alexandrefontoura@oninetspeed.pt&lt;br /&gt;
&lt;br /&gt;
Last Modification: 26.09.2004&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ INFORMATION ] ------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
This document describes the format in which the LBA2\Twinsen Odyssey saved game&lt;br /&gt;
are stored in.&lt;br /&gt;
If you find any errors in this document please email me the details, also if you&lt;br /&gt;
find new stuff please notify me. This information is provided AS IS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ FORMAT ] -----------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
s16 = signed short (16bit)&lt;br /&gt;
byte (8bit)&lt;br /&gt;
string : get all bytes till found 0x00&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
00:	byte	Savegame identify, 0xA4 (compressed) or 0x24 (not compressed)&lt;br /&gt;
01:     byte	Scenes Code (see further)	&lt;br /&gt;
02:             unused&lt;br /&gt;
03:             unused&lt;br /&gt;
04:             unused&lt;br /&gt;
05:     string  Title&lt;br /&gt;
                * = from the end of the title, (after the 0x00)&lt;br /&gt;
&lt;br /&gt;
If the identify flag its 0xA4 the next data is compressed in mode 1&lt;br /&gt;
You need to decompressed first after editing it.&lt;br /&gt;
&lt;br /&gt;
*00:	s16	Decompressed size&lt;br /&gt;
*02:	        unused&lt;br /&gt;
*03:		unused&lt;br /&gt;
*04...*end:	Data to decompress&lt;br /&gt;
&lt;br /&gt;
After decompress or if the identify flag its 0x24 the next data is an 160x120 Raw Image.&lt;br /&gt;
&lt;br /&gt;
*00...*19199	Image data&lt;br /&gt;
		 + = after the 19200 image bytes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Var game: &lt;br /&gt;
 In normal cases we just use 0x01 to set the flag. In the inventory, if the item use amount you can set till 0XFFFF.&lt;br /&gt;
&lt;br /&gt;
+00:	s16	Holomap&lt;br /&gt;
+02:	s16	Magic ball&lt;br /&gt;
+04:	s16	Darts&lt;br /&gt;
+06:	s16	Sendell&#039;s ball&lt;br /&gt;
+08:	s16	Tunic and Sendell&#039;s medallion&lt;br /&gt;
+0A:	s16	Incandescent pearl&lt;br /&gt;
+0C:	s16	Pyramid shaped key&lt;br /&gt;
+0E:	s16	Part for the car&lt;br /&gt;
+10:	s16	Kashes&lt;br /&gt;
+12:	s16	Pisto-Laser&lt;br /&gt;
+14:	s16	Emperor&#039;s sword&lt;br /&gt;
+16:	s16	Wannie&#039;s glove&lt;br /&gt;
+18:	s16	Proto-Pack&lt;br /&gt;
+1A:	s16	Ferry Ticket&lt;br /&gt;
+1C:	s16	Nitro-Meca-Penguin&lt;br /&gt;
+1E:	s16	Can of GazoGem&lt;br /&gt;
+20:	s16	Dissidents&#039; Ring&lt;br /&gt;
+22:	s16	Gallic acid&lt;br /&gt;
+24:	s16	Ferryman&#039;s song&lt;br /&gt;
+28:	s16	Ring of lightning&lt;br /&gt;
+2A:	s16	Customer&#039;s umbrella&lt;br /&gt;
+2C:	s16	Gems&lt;br /&gt;
+2E:	s16	Horn of the Blue Triton&lt;br /&gt;
+30:	s16	Blowgun&lt;br /&gt;
+32:	s16	Itinerary token&lt;br /&gt;
+34:	s16	Slice of tart&lt;br /&gt;
+36:	s16	Portable radio&lt;br /&gt;
+38:	s16	Garden Balsam&lt;br /&gt;
+3A:	s16	Magic slate&lt;br /&gt;
+3C:	s16	Translator&lt;br /&gt;
+3E:	s16	Wizard&#039;s diploma&lt;br /&gt;
+40:	s16	Fragment of the Francos&lt;br /&gt;
+42:	s16	Fragment of the Sups&lt;br /&gt;
+44:	s16	Fragment of the Mosquibees&lt;br /&gt;
+46:	s16	Fragment of the Wannies&lt;br /&gt;
+48:	s16	Key for the passage to CX&lt;br /&gt;
+4A:	s16	Pick-ax&lt;br /&gt;
+4C:	s16	Franco Burgermaster&#039;s key&lt;br /&gt;
+4E:	s16	Franco Burgermaster&#039;s notes&lt;br /&gt;
+50:	s16	Protective spell&lt;br /&gt;
+52:	s16	Green magic ball&lt;br /&gt;
+54:	s16	Red magic ball&lt;br /&gt;
+56:	s16	Fire magic ball&lt;br /&gt;
+58:	s16	Zlitos&lt;br /&gt;
+5A:	s16	Dark Monk&#039;s key&lt;br /&gt;
+5C:	s16	Memory viewer&lt;br /&gt;
+5E:	s16	Blowtron&lt;br /&gt;
+60:	s16	Wizard&#039;s parade tunic&lt;br /&gt;
+62:	s16	Super Jet-Pack&lt;br /&gt;
+64:	s16	Piece of the Crystal of Celebration&lt;br /&gt;
+66:	s16	Pisto-Laser in working condition&lt;br /&gt;
+68:	s16	Green Ring of Lightning&lt;br /&gt;
+6A:	s16	Red Ring of Lightning&lt;br /&gt;
+6C:	s16	Ring of Lightning, level Fire&lt;br /&gt;
+6E:	s16	Lucky clover leaf&lt;br /&gt;
+70:	s16	Darts&lt;br /&gt;
+72:	s16	Piece of wall&lt;br /&gt;
+74:	s16	Laser&lt;br /&gt;
+76:	s16	Laser collision&lt;br /&gt;
+78:	s16	Powerfull laser&lt;br /&gt;
+7A:	s16	Big black lump&lt;br /&gt;
+7C:	s16	Small black lump&lt;br /&gt;
+7E:	s16	Flat black lump&lt;br /&gt;
+80:	s16	Small black lump&lt;br /&gt;
+82:	s16	Eye-like green-turquoise thing&lt;br /&gt;
+84:	s16	Green transparent rhombus&lt;br /&gt;
+86:	s16	Red transparent rhombus&lt;br /&gt;
+88:	s16	Red transparent cube&lt;br /&gt;
+8A:	s16	Flat black rhombus&lt;br /&gt;
+8C:	s16	Crab&lt;br /&gt;
+8E:	s16	White ball&lt;br /&gt;
+90:	s16	Red ball&lt;br /&gt;
+92:	s16	Green piece of wall&lt;br /&gt;
+94:	s16	Green piece of wall - zigzag&lt;br /&gt;
+96:	s16	Green piece of wall - stick&lt;br /&gt;
+98:	s16	Green piece of wall - zigzag small&lt;br /&gt;
+9A:	s16	Franco soldier&lt;br /&gt;
+A0:	s16	Franco soldier&lt;br /&gt;
+A2:	s16	Green folded flat thing 1&lt;br /&gt;
+A4:	s16	Green folded flat thing 2&lt;br /&gt;
+A6:	s16	Green folded flat thing 3&lt;br /&gt;
+A8:	s16	Green folded flat thing 4&lt;br /&gt;
+AA:	s16	Green folded flat thing 5&lt;br /&gt;
+AC:	s16	Green folded flat thing 6&lt;br /&gt;
+AE:	s16	Green folded flat thing 7&lt;br /&gt;
+B0:	s16	Green folded flat thing 8&lt;br /&gt;
+B2:	s16	Propellant&lt;br /&gt;
+B4:	s16	Box&lt;br /&gt;
+B6:	s16	Stick&lt;br /&gt;
+B8:	s16	Flat piece 1&lt;br /&gt;
+BA:	s16	Flat piece 2&lt;br /&gt;
+BC:	s16	Flat piece 3&lt;br /&gt;
+BE:	s16	Flat piece 4&lt;br /&gt;
+C0:	s16	Yellow-blue pillar&lt;br /&gt;
+C2:	s16	Green-sandy flat piece&lt;br /&gt;
+C4:	s16	Yellow-turquoise stick&lt;br /&gt;
+C6:	s16	Yellow-turquoise thin lump&lt;br /&gt;
+C8:	s16	Eye-like brown thing&lt;br /&gt;
+CA:	s16	Missile&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
+1F6:	s16	Clover leafs&lt;br /&gt;
+1F8:	s16	???&lt;br /&gt;
+1FA:	s16	Rain flag. If set 0x01 it&#039;s raining otherwise no. // could have other things&lt;br /&gt;
+1FC:	s16	??? If set he fill the inventory with lots of Holomaps&lt;br /&gt;
+1FD:	byte	??? &lt;br /&gt;
+1FE:	byte	??? If set 0x01 you can talk, otherwise no.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
+250:	byte	Behavior&lt;br /&gt;
		  00: Normal&lt;br /&gt;
		  01: Athletic&lt;br /&gt;
		  02: Agressive&lt;br /&gt;
		  03: Discrete&lt;br /&gt;
		  04: Twinsen with Protopack &lt;br /&gt;
		  05: Twinsen and Zoé&lt;br /&gt;
		  06: Twinsen with Horn of Blue Triton&lt;br /&gt;
		  07: Twinsen with space suit&lt;br /&gt;
		  08: Twinsen with Super jetpack&lt;br /&gt;
		  09: Twinsen with space suit (Athletic mode)&lt;br /&gt;
		  0A: Twinsen with space suit (Normal mode)&lt;br /&gt;
		  0B: Twinsen with space suit (Athletic mode)&lt;br /&gt;
		  0C: Twinsen with car&lt;br /&gt;
		  0D: Twinsen X-Rayed&lt;br /&gt;
		   &amp;gt; will crashed the game&lt;br /&gt;
&lt;br /&gt;
+251:	s16	Kashes, maximun value = 65535&lt;br /&gt;
+253:	s16	Zlitos, maximun value = 65535 &lt;br /&gt;
+255:	byte	Magic level&lt;br /&gt;
		  00: Without Magic Ball&lt;br /&gt;
		  01: Yellow Magic Ball&lt;br /&gt;
		  02: Green Magic Ball&lt;br /&gt;
		  03: Red Magic Ball&lt;br /&gt;
		  04: Fire Magic Ball&lt;br /&gt;
		   &amp;gt; the game will not handle this right&lt;br /&gt;
&lt;br /&gt;
+256:	byte	Magicpower, maximum values = 80 (20 * magic level)&lt;br /&gt;
+257:	byte	Keys&lt;br /&gt;
+258:	s16	Clover boxes&lt;br /&gt;
+25A:&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
	Holomap (follows the area code)&lt;br /&gt;
	Format:&lt;br /&gt;
                ........  bitfield&lt;br /&gt;
                |||||||\_ activation bit&lt;br /&gt;
                ||||||\__ if the location has been asked about or not&lt;br /&gt;
                |||||\___ inside/outside mode (for outside scenes)&lt;br /&gt;
                ||||\____ unused&lt;br /&gt;
                |||\_____ unused&lt;br /&gt;
                ||\______ unused&lt;br /&gt;
                |\_______ unused&lt;br /&gt;
                \________ unused&lt;br /&gt;
&lt;br /&gt;
+2AC:	byte	Citadel Island, Twinsen&#039;s house (room #2)&lt;br /&gt;
+2AD:	byte	Citadel Island, Twinsen&#039;s house Secret scene (room #3)&lt;br /&gt;
+2AE:	byte	Citadel Island, Tralu 1st scene (room #4)&lt;br /&gt;
+2AF:	byte	Citadel Island, Tavern (room #5)&lt;br /&gt;
+2B0:	byte	Citadel Island, Cellar of the Tavern (room #6)&lt;br /&gt;
+2B1:	byte	Citadel Island, Baggage claim building, 1st scene (room #7)&lt;br /&gt;
+2B2:	byte	Citadel Island, Baggage claim building, 2st scene (room #8)&lt;br /&gt;
+2B3:	byte	Citadel Island, Mr. Paul House (room #9)&lt;br /&gt;
+2B4:	byte	Citadel Island, Ticket office (room #10)&lt;br /&gt;
+2B5:	byte	Citadel Island, Neighbor&#039;s house (room #11)&lt;br /&gt;
+2B6:	byte	White Leaf Desert, Temple of Bú, 1st scene (room #12)&lt;br /&gt;
+2B7:	byte	White Leaf Desert, Temple of Bú, 2nd scene (room #13)&lt;br /&gt;
+2B8:	byte	White Leaf Desert, Esmer Base (room #14)&lt;br /&gt;
+2B9:	byte	Emerald Moon, Outside Baldino&#039;s cell(room #15)&lt;br /&gt;
+2BA:	byte	Citadel Island, Shop (room #16)&lt;br /&gt;
+2BB:	byte	Citadel Island, Miss Bloop&#039;s Private Museum (room #17)&lt;br /&gt;
+2BC:	byte	Citadel Island, Baggage claim building Secret scene, 3st scene (room #18)&lt;br /&gt;
+2BD:	byte	Citadel Island, Sewer (below Downtown) (room #19)&lt;br /&gt;
+2BE:	byte	Citadel Island, Sewer Secret scene (room #20)&lt;br /&gt;
+2BF:	byte	Citadel Island, Tralu 2nd scene (room #21)&lt;br /&gt;
+2C0:	byte	Citadel Island, Tralu 3rd scene (room #22)&lt;br /&gt;
+2C1:	byte	Citadel Island, Tent of the Weather Wizard (room #23)&lt;br /&gt;
+2C2:	byte	Citadel Island, Downtown Pharmacy (room #24)&lt;br /&gt;
+2C3:	byte	Emerald Moon, next to outside Baldino&#039;s cell (room #25)&lt;br /&gt;
+2C4:	byte	White Leaf Desert, Hacienda, 1st scene (room #26)&lt;br /&gt;
+2C5:	byte	White Leaf Desert, Turkish bath (women) (room #27)&lt;br /&gt;
+2C6:	byte	Citadel Island, Dome of the Slate (room #28)&lt;br /&gt;
+2C7:	byte	White Leaf Desert, School of Magic, 2nd scene (room #29)&lt;br /&gt;
+2C8:	byte	White Leaf Desert, School of Magic, 1st scene (room #30)&lt;br /&gt;
+2C9:	byte	White Leaf Desert, Hacienda, 2st scene (room #31)&lt;br /&gt;
+2CA:	byte	White Leaf Desert, Turkish bath (men) (room #32)&lt;br /&gt;
+2CB:	byte	Emerald Moon, entrance diamond shape building (room #33)&lt;br /&gt;
+2CC:	byte	White Leaf Desert, Secret passage in Turkish bath (mans) (room #34)&lt;br /&gt;
+2CD:	byte	White Leaf Desert, School of Magic training room (room #35)&lt;br /&gt;
+2CE:	byte	Citadel Island, Sendell&#039;s ball room (room #36)&lt;br /&gt;
+2CF:	byte	White Leaf Desert, House of Ker&#039;aooc the Healer (room #37)&lt;br /&gt;
+2D0:	byte	White Leaf Desert, Bazaar (room #38)&lt;br /&gt;
+2D1:	byte	Citadel Island, School (room #39)&lt;br /&gt;
+2D2:	byte	White Leaf Desert, J. Baldino&#039;s House (room #40)&lt;br /&gt;
+2D3:	byte	White Leaf Desert, Bar (room #41)&lt;br /&gt;
+2D4:	byte	White Leaf Desert, Ticket office (room #42)&lt;br /&gt;
+2D5:	byte	White Leaf Desert, Esmer Shuttle (room #43)&lt;br /&gt;
+2D6:	byte	Citadel Island, near Tavern&lt;br /&gt;
+2D7:	byte	Citadel Island, near the Harbor&lt;br /&gt;
+2D8:	byte	Citadel Island, outside the Dome of the Slate&lt;br /&gt;
+2D9:	byte	Citadel Island, near the tent of the Weather Wizard&lt;br /&gt;
+2DA:	byte	Citadel Island, near Lighthouse&lt;br /&gt;
+2DB:	byte	Citadel Island, at the Sendell&#039;s sign&lt;br /&gt;
+2DC:	byte	Citadel Island, downstairs the sewer grid&lt;br /&gt;
+2DD:	byte	Citadel Island, near Dino-Fly&lt;br /&gt;
+2DE:	byte	Citadel Island, at the Cliffs of the Woodbridge&lt;br /&gt;
+2DF:	byte	Citadel Island, Spider Cave (room #44)&lt;br /&gt;
+2E0:	byte	Emerald Moon, entrance circle symbol building (room #45)&lt;br /&gt;
+2E0:	byte	Emerald Moon, entrance X symbol building (room #46)&lt;br /&gt;
+2E1:	byte	Emerald Moon, Baldino&#039;s cell (room #47) &lt;br /&gt;
+2E2:	byte	White Leaf Desert, near Dino-fly&lt;br /&gt;
+2E3:	byte	White Leaf Desert, near the Camel&lt;br /&gt;
+2E4:	byte	White Leaf Desert, at the Von Kournil tour&lt;br /&gt;
+2E5:	byte	White Leaf Desert, near Von Kournil tour&lt;br /&gt;
+2E6:	byte	White Leaf Desert, near Lighthouse&lt;br /&gt;
+2E7:	byte	White Leaf Desert, near J. Baldino&#039;s House&lt;br /&gt;
+2E8:	byte	White Leaf Desert, at the School of Magic&lt;br /&gt;
+2E9:	byte	White Leaf Desert, near car jump&lt;br /&gt;
+2EA:	byte	White Leaf Desert, near Temple of Bù&lt;br /&gt;
+2EB:	byte	White Leaf Desert, at the Bell&lt;br /&gt;
+2EC:	byte	White Leaf Desert, near Esmer Shuttle&lt;br /&gt;
+2ED:	byte	White Leaf Desert, near Bald Mountain&lt;br /&gt;
+2EF:	byte	White Leaf Desert, at the Temple of Bù&lt;br /&gt;
+2F0:	byte	White Leaf Desert, near Temple of Bù&lt;br /&gt;
+2F1:	byte	White Leaf Desert, near to the Perl of Incandescence entrance&lt;br /&gt;
+2F2:	byte	White Leaf Desert, near Esmer Shuttle&lt;br /&gt;
+2F3:	byte	White Leaf Desert, near Bald Mountain&lt;br /&gt;
+2F4:	byte	White Leaf Desert, near Bald Mountain&lt;br /&gt;
+2F5:	byte	White Leaf Desert, at the island across from the Hacienda&lt;br /&gt;
+2F6:	byte	Emerald Moon, somewhere in Emerald Moon&lt;br /&gt;
+2F7:	byte	Emerald Moon, near circle entrance&lt;br /&gt;
+2F8:	byte	Emerald Moon, somewhere in Emerald Moon&lt;br /&gt;
+2F9:	byte	Emerald Moon, near square entrance&lt;br /&gt;
+2FA:	byte	Otringal, Emperor&#039;s palace departure room (room #48)&lt;br /&gt;
+2FB:	byte	Otringal, Emperor&#039;s palace 1st room (room #49)&lt;br /&gt;
+2FC:	byte	Otringal, Emperor&#039;s palace last room (room #50)&lt;br /&gt;
+2FD:	byte	Otringal, the Imperial Hotel (room #51)&lt;br /&gt;
+2FE:	byte	Otringal, the elevators to the Lower City (room #52)&lt;br /&gt;
+2FF:	byte	Otringal, Prison entrance (room #53)&lt;br /&gt;
+300:	byte	Otringal Prison (room #54)&lt;br /&gt;
+301:	byte	Otringal, control tower entrance (room #55)&lt;br /&gt;
+302:	byte	Otringal, the space port (room #56)&lt;br /&gt;
+303:	byte	Otringal, near Harbor&lt;br /&gt;
+304:	byte	Otringal, the Upper City scene&lt;br /&gt;
+305:	byte	Otringal, the Lower City scene&lt;br /&gt;
+306:	byte	Otringal, the Prison Exit scene&lt;br /&gt;
+307:	byte	Otringal, the scene outside the Emperor&#039;s palace&lt;br /&gt;
+308:	byte	Otringal, the space port scene&lt;br /&gt;
+309:	byte	Celebration Island, inside the temple (room #57)&lt;br /&gt;
+30A:	byte	Empty water outside scene&lt;br /&gt;
+30B:	byte	Celebration Island, the only outside scene&lt;br /&gt;
+30C:	byte	Wannies Island, the city outside scene&lt;br /&gt;
+30D:	byte	Wannies Island, the ferryman landing place scene&lt;br /&gt;
+30E:	byte	Wannies Island, the scene near the Elevator&lt;br /&gt;
+30F:	byte	Wannies Island, the scene near the entrance of the mine&lt;br /&gt;
+310:	byte	Wannies Island, the mine, 2nd room (room #58)&lt;br /&gt;
+311:	byte	Wannies Island, the house of the firefly tart-giving family (room #59)&lt;br /&gt;
+312:	byte	Mosquibees Island, the scene on the bridge&lt;br /&gt;
+313:	byte	Mosquibees Island, the scene on top of the mountain&lt;br /&gt;
+314:	byte	Mosquibees Island, the Mosquibee Queen&#039;s throne (room #60)&lt;br /&gt;
+315:	byte	Mosquibees Island, the arrival scene&lt;br /&gt;
+316:	byte	Mosquibees Island, the maze (room #61)&lt;br /&gt;
+317:	byte	Francos Island, the platform scene&lt;br /&gt;
+318:	byte	Francos Island, the scene outside the factory&lt;br /&gt;
+319:	byte	Francos Island, the village scene&lt;br /&gt;
+31A:	byte	Francos Island, the arrival scene&lt;br /&gt;
+31B:	byte	Wannies Island, the mine, 3rd room (room #62)&lt;br /&gt;
+31C:	byte	Wannies Island, near the temple on the main (room #63)&lt;br /&gt;
+31D:	byte	White Leaf Desert, Pearl of Incandescence room (room #64)&lt;br /&gt;
+31E:	byte	White Leaf Desert, Esmer shuttle (room #65)&lt;br /&gt;
+31F:	byte	Emerald Moon, Esmer shuttle (room #66)&lt;br /&gt;
+320:	byte	Wannies Island, the monk house (room #67)&lt;br /&gt;
+321:	byte	Wannies Island, mine temple (room #68)&lt;br /&gt;
+322:	byte	Wannies Island, the city (room #69)&lt;br /&gt;
+323:	byte	Wannies Island, the way to the city temple (room #70)&lt;br /&gt;
+324:	byte	The Elevator Platform Island, the only scene&lt;br /&gt;
+325:	byte	Wannies Island, the city temple (room #71)&lt;br /&gt;
+326:	byte	Wannies Island, the mine, 1st room (room #72)&lt;br /&gt;
+327:	byte	Wannies Island, inside the elevator (room #73)&lt;br /&gt;
+328:	byte	Wannies Island, the box transport building (room #74)&lt;br /&gt;
+329:	byte	Wannies Island, Building Company (room #75)&lt;br /&gt;
+32A:	byte	Wannies Island, Warehouse (room #76)&lt;br /&gt;
+32B:	byte	White Leaf Desert, Temple of Bù Secret passage (room #77)&lt;br /&gt;
+32C:	byte	Mosquibees Island, Bee test room (room #78)&lt;br /&gt;
+32D:	byte	Island Under Celebration, the hide out (room #79)&lt;br /&gt;
+32E:	byte	Island Under Celebration, the hide out scene&lt;br /&gt;
+32F:	byte	Island Under Celebration, the upper scene&lt;br /&gt;
+330:	byte	Island Under Celebration, the arrival scene&lt;br /&gt;
+331:	byte	Otringal, Casino jackpot room (room #80)&lt;br /&gt;
+332:	byte	Otringal, Bar backstage (room #81)&lt;br /&gt;
+333:	byte	Otringal, Casino entrance (room #82)&lt;br /&gt;
+334:	byte	Otringal, Bar entrance (room #83)&lt;br /&gt;
+335:	byte	Otringal, Bar - Rick&#039;s room (room #84)&lt;br /&gt;
+336:	byte	Otringal, the Twinsen and Baldino crash site&lt;br /&gt;
+337:	byte	Otringal, the lowest elevators (room #85)&lt;br /&gt;
+338:	byte	Francos gazogem factory, 1st room (room #86)&lt;br /&gt;
+339:	byte	Francos gazogem factory, 2nd room (room #87)&lt;br /&gt;
+33A:	byte	Francos gazogem factory, 3rd room (room #88)&lt;br /&gt;
+33B:	byte	Francos gazogem factory, 4th room (room #89)&lt;br /&gt;
+33C:	byte	Francos Island, the guard post near the platform entrance&lt;br /&gt;
+33D:	byte	Francos gazogem factory, 1st secret room (room #91)&lt;br /&gt;
+33E:	byte	Francos gazogem factory, 2nd secret room (room #92)&lt;br /&gt;
+33F:	byte	Otringal, the Twinsunian souvenir shop (room #93)&lt;br /&gt;
+340:	byte	Otringal, the Dissidents&#039; hide out (room #94)&lt;br /&gt;
+341:	byte	Mosquibees Island, the passage to the fragment (room #95)&lt;br /&gt;
+342:	byte	Otringal, the elevator to the Upper City (room #96)&lt;br /&gt;
+343:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #97)&lt;br /&gt;
+344:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #98)&lt;br /&gt;
+345:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #99)&lt;br /&gt;
+346:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #100)&lt;br /&gt;
+347:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #101)&lt;br /&gt;
+348:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #102)&lt;br /&gt;
+349:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #103)&lt;br /&gt;
+34A:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #104)&lt;br /&gt;
+34B:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #105)&lt;br /&gt;
+34C:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #106)&lt;br /&gt;
+34D:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #107)&lt;br /&gt;
+34E:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #108)&lt;br /&gt;
+34F:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #109)&lt;br /&gt;
+350:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #110)&lt;br /&gt;
+351:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #111)&lt;br /&gt;
+352:	byte	Otringal, One of the rooms in the Emperor&#039;s palace (room #112)&lt;br /&gt;
+353:	byte	Emerald Moon, entrance triangle symbol room (room #113)&lt;br /&gt;
+354:	byte	Emerald Moon, entrance square symbol room (room #114)&lt;br /&gt;
+355:	byte	Otringal, Bathroom in the Imperial Hotel (room #115)&lt;br /&gt;
+356:	byte	Otringal, Imperial Hotel, 2nd room (room #116)&lt;br /&gt;
+357:	byte	Francos Island, Shop (room #117)&lt;br /&gt;
+358:	byte	Francos Island, Tavern (room #118)&lt;br /&gt;
+359:	byte	Francos Island, Scientist&#039;s house (room #119)&lt;br /&gt;
+35A:	byte	Francos Island, Nursery (room #120)&lt;br /&gt;
+35B:	byte	Francos Island, Burgermaster&#039;s house (room #121)&lt;br /&gt;
+35C:	byte	Mosquibees Island, the passage to Island CX (room #122)&lt;br /&gt;
+35D:	byte	Island CX, Stairs in the control tower (room #123)&lt;br /&gt;
+35E:	byte	Island CX, Control tower (room #124)&lt;br /&gt;
+35F:	byte	Island CX, the only outside scene&lt;br /&gt;
+360:	byte	Island CX, Secret passage (room #126)&lt;br /&gt;
+361:	byte	Island CX, Room in the emperor (room #127)&lt;br /&gt;
+362:	byte	Island CX, Esmer Shuttle (room #128)&lt;br /&gt;
+363:	byte	The protection spell cave, 1st scene (room #129)&lt;br /&gt;
+364:	byte	The protection spell cave, 2nd scene (room #130)&lt;br /&gt;
+365:	byte	The Dark Monk statue, the wizards, 1st scene (room #131)&lt;br /&gt;
+366:	byte	The Dark Monk statue, the top, 2nd scene (room #132)&lt;br /&gt;
+367:	byte	The Dark Monk statue, 3rd scene (room #133)&lt;br /&gt;
+368:	byte	The Dark Monk statue, 4th scene (last) (room #134)&lt;br /&gt;
+369:	byte	Otringal, Esmer shuttle (room #137)&lt;br /&gt;
+36A:	byte	Empty lava outside scene&lt;br /&gt;
+36B:	byte	White Leaf Desert, Esmer shuttle (room #137)&lt;br /&gt;
+36C:	byte	The Dark Monk statue Secret scene (room #138)&lt;br /&gt;
+36D:	byte	Demo Scene - Citadel Island, Twinsen&#039;s House (room #139)&lt;br /&gt;
+36E:	byte	Demo Scene - Citadel Island, Twinsen&#039;s house Secret room (room #140)&lt;br /&gt;
+36F:	byte	Demo Scene - Citadel Island, near Dino-Fly&lt;br /&gt;
+370:	byte	Demo Scene - Citadel Island, Twinsen &amp;amp; Zoé walking to Lighthouse.&lt;br /&gt;
+371:	byte	Demo Scene - Citadel Island, Harbor&lt;br /&gt;
+372:	byte	Demo Scene - White Leaf Desert, near Lighhouse&lt;br /&gt;
+373:	byte	Demo Scene - White Leaf Desert, Harbor&lt;br /&gt;
+374:	byte	Demo Scene - White Leaf Desert, city center 1 &lt;br /&gt;
+375:	byte	Demo Scene - White Leaf Desert, city center 2 &lt;br /&gt;
+376:	byte	Demo Scene - White Leaf Desert, School of Magic&lt;br /&gt;
+377:	byte	Demo Scene - Citadel Island, Dome of the Slate (room #141)&lt;br /&gt;
+378:	byte	Demo Scene - White Leaf Desert, arrived with Dino-Fly&lt;br /&gt;
+379:	byte	Demo Scene - Franco Island, harbor &lt;br /&gt;
+37A:	byte	Demo Scene - Desert Island, near temple park &lt;br /&gt;
+37B:	byte	Demo Scene - Emerald Moon&lt;br /&gt;
+37C:	byte	Demo Scene - White Leaf Desert, Temple of Bù (room #142)&lt;br /&gt;
+37D:	byte	Demo Scene - Otringal, harbor&lt;br /&gt;
+37E:	byte	Demo Scene - Otringal, Casino (room #143)&lt;br /&gt;
+37F:	byte	Demo Scene - Otringal, religion preaching &lt;br /&gt;
+380:	byte	Demo Scene - Franco Island, arrival &lt;br /&gt;
+381:	byte	Demo Scene - Wannies Island, elevators&lt;br /&gt;
+382:	byte	Demo Scene - Wannies Island, the mine (room #144)&lt;br /&gt;
+383:	byte	Demo Scene - Mosquibees Island, the Mosquibee Queen&#039;s throne (room #145)&lt;br /&gt;
+384:	byte	Demo Scene - Mosquibees Island, the bridge &lt;br /&gt;
+385:	byte	Demo Scene - Otringal, Emperor&#039;s palace room (room #146)&lt;br /&gt;
+386:	byte	Demo Scene - The Dark Monk statue (last) (room #147)&lt;br /&gt;
+387:	byte	Demo Scene - Island Under Celebration&lt;br /&gt;
+388:	byte	Demo Scene - White Leaf Desert, Esmer Base (room #148)&lt;br /&gt;
+389:	byte	Demo Scene - Otringal (room #149)&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
+656:	s16	Twinsen West&amp;lt;-&amp;gt;East position in the scene&lt;br /&gt;
+658:	s16	unused&lt;br /&gt;
+65A:	s16	Twinsen Height in the scene&lt;br /&gt;
+65C:	s16	unused&lt;br /&gt;
+65E:	s16	Twinsen North&amp;lt;-&amp;gt;South position in the scene&lt;br /&gt;
+660:	s16	unused&lt;br /&gt;
+662:	s16	unused&lt;br /&gt;
+664:	s16	unused&lt;br /&gt;
+666:	s16	Angle of facing, Min = 0 (SW) (counter clock wise)&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ SCENES CODES ] -----------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
---[Celebration Island]---&lt;br /&gt;
&lt;br /&gt;
5D: Inside the temple (room #57)&lt;br /&gt;
5F: The only outside scene&lt;br /&gt;
B9: The Dark Monk statue, the wizards, 1st scene (room #131)&lt;br /&gt;
BA: The Dark Monk statue, the top, 2nd scene (room #132)&lt;br /&gt;
BB: The Dark Monk statue, 3rd scene (room #133)&lt;br /&gt;
BC: The Dark Monk statue, 4th scene (last) (room #134)&lt;br /&gt;
C0: The Dark Monk statue, Secret scene (room #138)&lt;br /&gt;
DB: Demo Scene - The Dark Monk statue (last) (room #147)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Citadel Island]---&lt;br /&gt;
&lt;br /&gt;
00: Twinsen&#039;s house (room #2)&lt;br /&gt;
01: Twinsen&#039;s house Secret scene (room #3)&lt;br /&gt;
02: Tralu 1st scene (room #4)&lt;br /&gt;
03: Tavern (room #5)&lt;br /&gt;
04: Cellar of the Tavern (room #6)&lt;br /&gt;
05: Baggage claim building, 1st scene (room #7)&lt;br /&gt;
06: Baggage claim building, 2st scene (room #8)&lt;br /&gt;
07: Mr. Paul House (room #9)&lt;br /&gt;
08: Ticket office (room #10)&lt;br /&gt;
09: Neighbor&#039;s house (room #11)&lt;br /&gt;
0E: Shop (room #16)&lt;br /&gt;
0F: Miss Bloop&#039;s Private Museum (room #17)&lt;br /&gt;
10: Baggage claim building Secret scene, 3st scene (room #18)&lt;br /&gt;
11: Sewer (below Downtown) (room #19)&lt;br /&gt;
12: Sewer Secret scene (room #20)&lt;br /&gt;
13: Tralu 2nd scene (room #21)&lt;br /&gt;
14: Tralu 3rd scene (room #22)&lt;br /&gt;
15: Tent of the Weather Wizard (room #23)&lt;br /&gt;
16: Downtown Pharmacy (room #24)&lt;br /&gt;
1A: Dome of the Slate (room #28)&lt;br /&gt;
22: Sendell&#039;s ball room (room #36)&lt;br /&gt;
25: School (room #39) &lt;br /&gt;
2A: Near Tavern&lt;br /&gt;
2B: Near the Harbor&lt;br /&gt;
2C: Outside the Dome of the Slate&lt;br /&gt;
2D: Near the tent of the Weather Wizard&lt;br /&gt;
2E: Near Lighthouse&lt;br /&gt;
2F: At the Sendell&#039;s sign&lt;br /&gt;
30: Downstairs the sewer grid&lt;br /&gt;
31: Near Dino-Fly &lt;br /&gt;
32: At the Cliffs of the Woodbridge&lt;br /&gt;
33: Spider Cave (room #44)&lt;br /&gt;
C1: Demo Scene - Twinsen&#039;s House (room #139)&lt;br /&gt;
C2: Demo Scene - Twinsen&#039;s house Secret room (room #140)&lt;br /&gt;
C3: Demo Scene - Near Dino-Fly&lt;br /&gt;
C4: Demo Scene - Twinsen &amp;amp; Zoé walking to Lighthouse.&lt;br /&gt;
C5: Demo Scene - Harbor&lt;br /&gt;
CB: Demo Scene - Dome of the Slate (room #141)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Emerald Moon]---&lt;br /&gt;
&lt;br /&gt;
0D: Outside Baldino&#039;s cell(room #15)&lt;br /&gt;
17: Next to outside Baldino&#039;s cell (room #25)&lt;br /&gt;
1F: Entrance diamond shape building (room #33)&lt;br /&gt;
34: Entrance circle symbol building (room #45)&lt;br /&gt;
35: Entrance X symbol building (room #46)&lt;br /&gt;
36: Baldino&#039;s cell (room #47) &lt;br /&gt;
4A: Somewhere in Emerald Moon&lt;br /&gt;
4B: Near circle entrance&lt;br /&gt;
4C: Somewhere in Emerald Moon&lt;br /&gt;
4D: Near square entrance&lt;br /&gt;
73: Esmer shuttle (room #66)&lt;br /&gt;
A7: Entrance triangle symbol room (room #113)&lt;br /&gt;
A8: Entrance square symbol room (room #114)&lt;br /&gt;
CF: Demo Scene&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Francos Island]---&lt;br /&gt;
&lt;br /&gt;
6B: The platform scene&lt;br /&gt;
6C: The scene outside the factory&lt;br /&gt;
6D: The village scene&lt;br /&gt;
6E: The arrival scene&lt;br /&gt;
8C: Francos gazogem factory, 1st room (room #86)&lt;br /&gt;
8D: Francos gazogem factory, 2nd room (room #87)&lt;br /&gt;
8E: Francos gazogem factory, 3rd room (room #88)&lt;br /&gt;
8F: Francos gazogem factory, 4th room (room #89)&lt;br /&gt;
90: The guard post near the platform entrance&lt;br /&gt;
91: Francos gazogem factory, 1st secret room (room #91)&lt;br /&gt;
92: Francos gazogem factory, 2nd secret room (room #92)&lt;br /&gt;
AB: Shop (room #117)&lt;br /&gt;
AC: Tavern (room #118)&lt;br /&gt;
AD: Scientist&#039;s house (room #119)&lt;br /&gt;
AE: Nursery (room #120)&lt;br /&gt;
AF: Burgermaster&#039;s house (room #121)&lt;br /&gt;
CD: Demo Scene - Harbor &lt;br /&gt;
D5: Demo Scene - Arrival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Island CX]---&lt;br /&gt;
&lt;br /&gt;
B1: Stairs in the control tower (room #123)&lt;br /&gt;
B2: Control tower (room #124)&lt;br /&gt;
B3: Outside scene&lt;br /&gt;
B4: Secret passage (room #126)&lt;br /&gt;
B5: Room in the emperor (room #127)&lt;br /&gt;
B6: Esmer Shuttle (room #128)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Island Under Celebration]---&lt;br /&gt;
&lt;br /&gt;
81: The hide out (room #79)&lt;br /&gt;
82: The hide out scene&lt;br /&gt;
83: The upper scene&lt;br /&gt;
84: The arrival scene&lt;br /&gt;
DC: Demo Scene&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Mosquibees Island]---&lt;br /&gt;
&lt;br /&gt;
66: The scene on the bridge&lt;br /&gt;
67: The scene on top of the mountain&lt;br /&gt;
68: The Mosquibee Queen&#039;s throne (room #60)&lt;br /&gt;
69: The arrival scene&lt;br /&gt;
6A: The maze (room #61)&lt;br /&gt;
80: Bee test room (room #78)&lt;br /&gt;
95: The passage to the fragment (room #95)&lt;br /&gt;
B0: The passage to Island CX (room #122)&lt;br /&gt;
D8: Demo Scene - The Mosquibee Queen&#039;s throne (room #145)&lt;br /&gt;
D9: Demo Scene - The bridge &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Otringal]---&lt;br /&gt;
&lt;br /&gt;
4E: Emperor&#039;s palace departure room (room #48)&lt;br /&gt;
4F: Emperor&#039;s palace 1st room (room #49)&lt;br /&gt;
50: Emperor&#039;s palace last room (room #50)&lt;br /&gt;
51: The Imperial Hotel (room #51)&lt;br /&gt;
52: The elevators to the Lower City (room #52)&lt;br /&gt;
53: Prison entrance (room #53)&lt;br /&gt;
54: Prison (room #54)&lt;br /&gt;
55: Control tower entrance (room #55)&lt;br /&gt;
56: The space port (room #56)&lt;br /&gt;
57: Near Harbor&lt;br /&gt;
58: The Upper City scene&lt;br /&gt;
59: The Lower City scene&lt;br /&gt;
5A: The Prison Exit scene&lt;br /&gt;
5B: The scene outside the Emperor&#039;s palace&lt;br /&gt;
5C: The space port scene&lt;br /&gt;
85: Casino jackpot room (room #80)&lt;br /&gt;
86: Bar backstage (room #81)&lt;br /&gt;
87: Casino entrance (room #82)&lt;br /&gt;
88: Bar entrance (room #83)&lt;br /&gt;
89: Bar - Rick&#039;s room (room #84)&lt;br /&gt;
8A: the Twinsen and Baldino crash site&lt;br /&gt;
8B: The lowest elevators (room #85)&lt;br /&gt;
93: The Twinsunian souvenir shop (room #93)&lt;br /&gt;
94: The Dissidents&#039; hide out (room #94)&lt;br /&gt;
96: The elevator to the Upper City (room #96)&lt;br /&gt;
97: One of the rooms in the Emperor&#039;s palace (room #97)&lt;br /&gt;
98: One of the rooms in the Emperor&#039;s palace (room #98)&lt;br /&gt;
99: One of the rooms in the Emperor&#039;s palace (room #99)&lt;br /&gt;
9A: One of the rooms in the Emperor&#039;s palace (room #100)&lt;br /&gt;
9B: One of the rooms in the Emperor&#039;s palace (room #101)&lt;br /&gt;
9C: One of the rooms in the Emperor&#039;s palace (room #102)&lt;br /&gt;
9D: One of the rooms in the Emperor&#039;s palace (room #103)&lt;br /&gt;
9E: One of the rooms in the Emperor&#039;s palace (room #104)&lt;br /&gt;
9F: One of the rooms in the Emperor&#039;s palace (room #105)&lt;br /&gt;
A0: One of the rooms in the Emperor&#039;s palace (room #106)&lt;br /&gt;
A1: One of the rooms in the Emperor&#039;s palace (room #107)&lt;br /&gt;
A2: One of the rooms in the Emperor&#039;s palace (room #108)&lt;br /&gt;
A3: One of the rooms in the Emperor&#039;s palace (room #109)&lt;br /&gt;
A4: One of the rooms in the Emperor&#039;s palace (room #110)&lt;br /&gt;
A5: One of the rooms in the Emperor&#039;s palace (room #111)&lt;br /&gt;
A6: One of the rooms in the Emperor&#039;s palace (room #112)&lt;br /&gt;
A9: Bathroom in the Imperial Hotel (room #115)&lt;br /&gt;
AA: Imperial Hotel, 2nd room (room #116)&lt;br /&gt;
BD: Esmer shuttle (room #137)&lt;br /&gt;
D2: Demo Scene - Harbor&lt;br /&gt;
D3: Demo Scene - Casino (room #143)&lt;br /&gt;
D4: Demo Scene - Religion preaching &lt;br /&gt;
DA: Demo Scene - Emperor&#039;s palace room (room #146)&lt;br /&gt;
DF: Demo Scene - (room #149)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[The Elevator Platform Island]---&lt;br /&gt;
&lt;br /&gt;
78: The only scene&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Wannies Island]---&lt;br /&gt;
&lt;br /&gt;
60: The city outside scene&lt;br /&gt;
61: The ferryman landing place scene&lt;br /&gt;
62: The scene near the Elevator&lt;br /&gt;
63: The scene near the entrance of the mine&lt;br /&gt;
64: The mine, 2nd room (room #58)&lt;br /&gt;
65: The house of the firefly tart-giving family (room #59)&lt;br /&gt;
6F: The mine, 3rd room (room #62)&lt;br /&gt;
70: Near the temple on the main (room #63)&lt;br /&gt;
74: The monk house (room #67)&lt;br /&gt;
75: Mine temple (room #68)&lt;br /&gt;
76: The city (room #69)&lt;br /&gt;
77: The way to the city temple (room #70)&lt;br /&gt;
79: The city temple (room #71)&lt;br /&gt;
7A: The mine, 1st room (room #72)&lt;br /&gt;
7B: Inside the elevator (room #73)&lt;br /&gt;
7C: The box transport building (room #74)&lt;br /&gt;
7D: Building Company (room #75)&lt;br /&gt;
7E: Warehouse (room #76)&lt;br /&gt;
D6: Demo Scene - Elevators&lt;br /&gt;
D7: Demo Scene - The mine (room #144)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[White Leaf Desert]---&lt;br /&gt;
&lt;br /&gt;
0A: Temple of Bú, 1st scene (room #12)&lt;br /&gt;
0B: Temple of Bú, 2nd scene (room #13)&lt;br /&gt;
0C: Esmer Base (room #14)&lt;br /&gt;
18: Hacienda, 1st scene (room #26)&lt;br /&gt;
19: Turkish bath (women) (room #27)&lt;br /&gt;
1B: School of Magic, 2nd scene (room #29)&lt;br /&gt;
1C: School of Magic, 1st scene (room #30)&lt;br /&gt;
1D: Hacienda, 2st scene (room #31)&lt;br /&gt;
1E: Turkish bath (men) (room #32)&lt;br /&gt;
20: Secret passage in Turkish bath (mans) (room #34)&lt;br /&gt;
21: School of Magic training room (room #35)&lt;br /&gt;
23: House of Ker&#039;aooc the Healer (room #37)&lt;br /&gt;
24: Bazaar (room #38)&lt;br /&gt;
26: J. Baldino&#039;s House (room #40)	&lt;br /&gt;
27: Bar (room #41) 	&lt;br /&gt;
28: Ticket office (room #42) &lt;br /&gt;
29: Esmer Shuttle (room #43) &lt;br /&gt;
37: Near Dino-fly &lt;br /&gt;
38: Near the Camel&lt;br /&gt;
39: At the Von Kournil tour&lt;br /&gt;
3A: Near Von Kournil tour&lt;br /&gt;
3B: Near Lighthouse&lt;br /&gt;
3C: Near J. Baldino&#039;s House&lt;br /&gt;
3D: At the School of Magic&lt;br /&gt;
3E: Near car jump&lt;br /&gt;
3F: Near Temple of Bù&lt;br /&gt;
40: At the Bell&lt;br /&gt;
41: Near Esmer Shuttle&lt;br /&gt;
42: Near Bald Mountain&lt;br /&gt;
43: At the Temple of Bù&lt;br /&gt;
44: Near Temple of Bù&lt;br /&gt;
45: Near to the Perl of Incandescence entrance&lt;br /&gt;
46: Near Esmer Shuttle&lt;br /&gt;
47: Near Bald Mountain&lt;br /&gt;
48: Near Bald Mountain&lt;br /&gt;
49: At the island across from the Hacienda&lt;br /&gt;
71: Pearl of Incandescence room (room #64)&lt;br /&gt;
72: Esmer shuttle (room #65)&lt;br /&gt;
7F: Temple of Bù Secret passage (room #77)&lt;br /&gt;
B7: The protection spell cave, 1st scene (room #129)&lt;br /&gt;
B8: The protection spell cave, 2nd scene (room #130)&lt;br /&gt;
BF: Esmer shuttle (room #137)&lt;br /&gt;
C6: Demo Scene - Near Lighhouse&lt;br /&gt;
C7: Demo Scene - Harbor&lt;br /&gt;
C8: Demo Scene - City center 1 &lt;br /&gt;
C9: Demo Scene - City center 2 &lt;br /&gt;
CA: Demo Scene - School of Magic&lt;br /&gt;
CC: Demo Scene - Arrived with Dino-Fly&lt;br /&gt;
CE: Demo Scene - Near temple park &lt;br /&gt;
D1: Demo Scene - Temple of Bù (room #142)&lt;br /&gt;
DD: Demo Scene - Esmer Base (room #148)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---[Unknown]----&lt;br /&gt;
&lt;br /&gt;
5E: Empty water outside scene&lt;br /&gt;
BE: Empty lava outside scene&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {{providers|[[provider::]]}} --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xesf</name></author>
	</entry>
	<entry>
		<id>https://lbafileinfo.kaziq.net/index.php?title=LBA1:Isometric_scene&amp;diff=2230</id>
		<title>LBA1:Isometric scene</title>
		<link rel="alternate" type="text/html" href="https://lbafileinfo.kaziq.net/index.php?title=LBA1:Isometric_scene&amp;diff=2230"/>
		<updated>2016-08-23T22:38:45Z</updated>

		<summary type="html">&lt;p&gt;Xesf: Removing duplicate data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
L I T T L E   B I G   A D V E N T U R E   1&lt;br /&gt;
Scene Format - used for LBA Story Coder&lt;br /&gt;
Revision 4&lt;br /&gt;
&lt;br /&gt;
Author:   Alexandre Fontoura [alexfont]&lt;br /&gt;
&lt;br /&gt;
Last Modification: 08.04.2006&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ INFORMATION ] ------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
This document describes the format in which the LBA1\Relentless scenes are &lt;br /&gt;
stored in. I used this information in the generation of my Story Coder.&lt;br /&gt;
If you find any errors in this document please email me the details, &lt;br /&gt;
also if you find new stuff please notify me. &lt;br /&gt;
This information is provided AS IS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ NOTES ] ------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 - Actors: Such as characters, doors, moving plataforms, invisible actors, and so on...&lt;br /&gt;
 - Zones: Special actions, like change to another scene, up in a ladder, and so on...&lt;br /&gt;
 - Tracks: Tell the actor where to go.&lt;br /&gt;
&lt;br /&gt;
 - Move Script: The way the actor &amp;quot;move&amp;quot; in the game.&lt;br /&gt;
 - Life Script: The way the actor act in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ FORMAT ] -----------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
u16 = unsigned short (16bit)&lt;br /&gt;
s16 = signed short (16bit)&lt;br /&gt;
byte (8bit)&lt;br /&gt;
&lt;br /&gt;
+ = to add in the previeous script bytes&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
00:	byte		Island number&lt;br /&gt;
01:	byte		GameOver Cube&lt;br /&gt;
02..05: unused&lt;br /&gt;
&lt;br /&gt;
[ Ambiance ] &lt;br /&gt;
06:	u16		AlphaLight&lt;br /&gt;
08:	u16		BetaLight&lt;br /&gt;
0A:	u16		SampleAmbiance[0]&lt;br /&gt;
0C:	u16		SampleRepeat[0] &lt;br /&gt;
0E:	u16		SampleRnd[0]&lt;br /&gt;
10:	u16		SampleAmbiance[1]&lt;br /&gt;
12:	u16		SampleRepeat[1]&lt;br /&gt;
14:	u16		SampleRnd[1]&lt;br /&gt;
16:	u16		SampleAmbiance[2]&lt;br /&gt;
18:	u16		SampleRepeat[2]&lt;br /&gt;
1A:	u16		SampleRnd[2]&lt;br /&gt;
1C:	u16		SampleAmbiance[3]&lt;br /&gt;
1E:	u16		SampleRepeat[3]&lt;br /&gt;
20:	u16		SampleRnd[3]&lt;br /&gt;
22:	u16		Second_Min&lt;br /&gt;
24:	u16		Second_Ecart&lt;br /&gt;
26:	byte		Music (Midis Index)&lt;br /&gt;
[ / Ambiance ]&lt;br /&gt;
&lt;br /&gt;
[ Hero Start ]&lt;br /&gt;
27:	s16		Hero Position X&lt;br /&gt;
29:	s16		Hero Position Y&lt;br /&gt;
2B:	s16		Hero Position Z&lt;br /&gt;
[ / Hero Start ]&lt;br /&gt;
&lt;br /&gt;
2D:	u16		(*) Number of Bytes used by Hero Move Script&lt;br /&gt;
Here you will get the bytes using the further Life Script list &amp;quot;Number of Bytes used by Hero Move Script&amp;quot; times.&lt;br /&gt;
2F:	(*)		[ Move Script ]&lt;br /&gt;
&lt;br /&gt;
+00:	u16		(**) Number of Bytes used by Hero Life Script&lt;br /&gt;
Here you will get the bytes using the further Life Script list &amp;quot;Number of Bytes used by Hero Life Script&amp;quot; times.&lt;br /&gt;
02:	(**)		[ Life Script ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+00:	u16		Number of actors in scene&lt;br /&gt;
02:&lt;br /&gt;
Do this &amp;quot;number actors in scene&amp;quot; times - 1 (Less 1 because Twinsen is counted in &amp;quot;Number of actors in scene&amp;quot;)&lt;br /&gt;
[ Actors ]&lt;br /&gt;
00:	u16		Static Flag (See further Static Flag List)&lt;br /&gt;
02:	u16		File3D index&lt;br /&gt;
04:	byte		Body - File3D Instance&lt;br /&gt;
05:	byte		Animation - File3D Instance&lt;br /&gt;
06:	byte		Sprites index&lt;br /&gt;
07:	u16		X Coordinates&lt;br /&gt;
09:	u16		Y Coordinates&lt;br /&gt;
0B:	u16		Z Coordinates&lt;br /&gt;
0D:	byte		Strength Of Hit&lt;br /&gt;
0E:	u16		Bonus type (See further Bonus Type List)&lt;br /&gt;
10:	u16		Character Angle&lt;br /&gt;
12:	u16		Rotation Speed&lt;br /&gt;
14:	u16		Behaviour&lt;br /&gt;
16:	u16		Crop Left&lt;br /&gt;
18:	u16		Crop Top&lt;br /&gt;
1A:	u16		Crop Right&lt;br /&gt;
1C:	u16		Crop Bottom&lt;br /&gt;
1E:	byte		Bonus Amount&lt;br /&gt;
1F:	byte		Talk Color&lt;br /&gt;
20:	byte		Armour&lt;br /&gt;
21:	byte		Life Points&lt;br /&gt;
&lt;br /&gt;
22:	u16		(*) Number of Bytes used by Actor Move Script&lt;br /&gt;
Here you will get the bytes using the further Life Script list &amp;quot;Number of Bytes used by Move Script&amp;quot; times.&lt;br /&gt;
24:	(*)		[ Move Script ]&lt;br /&gt;
&lt;br /&gt;
+00:	u16		(**) Number of Bytes used by Twinsen Life Script&lt;br /&gt;
Here you will get the bytes using the further Life Script list &amp;quot;Number of Bytes used by Life Script&amp;quot; times.&lt;br /&gt;
02:	(**)		[ Life Script ]&lt;br /&gt;
[ / Actors ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+00:	u16		Number of Zones&lt;br /&gt;
02:&lt;br /&gt;
Do this &amp;quot;number zones in scene&amp;quot; times&lt;br /&gt;
[ Zones ]&lt;br /&gt;
00:	u16		Bottom Left - X Coordinates&lt;br /&gt;
02:	u16		Bottom Left - Y Coordinates&lt;br /&gt;
04:	u16		Bottom Left - Z Coordinates&lt;br /&gt;
06:	u16		Top Right - X Coordinates&lt;br /&gt;
08:	u16		Top Right - Y Coordinates&lt;br /&gt;
0A:	u16		Top Right - Z Coordinates&lt;br /&gt;
0C:	u16		Zone Type (See further Zone Type List)&lt;br /&gt;
0E:	u16		Info0 (See further Zone Type List)&lt;br /&gt;
10:	u16		Info1 (See further Zone Type List)&lt;br /&gt;
12:	u16		Info2 (See further Zone Type List)&lt;br /&gt;
14:	u16		Snap&lt;br /&gt;
[ / Zones]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+00:	u16		Number of tracks&lt;br /&gt;
02:&lt;br /&gt;
Do this &amp;quot;number tracks in scene&amp;quot; times&lt;br /&gt;
[ Tracks ]&lt;br /&gt;
00:	u16		X Coordinates&lt;br /&gt;
02:	u16		Y Coordinates&lt;br /&gt;
04:	u16		Z Coordinates&lt;br /&gt;
[ / Tracks ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ Lists ] ------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
---------------------&lt;br /&gt;
- [ Island Numbers ]:&lt;br /&gt;
---------------------&lt;br /&gt;
&lt;br /&gt;
 . 0 -&amp;gt; Citadel Island&lt;br /&gt;
 . 1 -&amp;gt; Principal Island&lt;br /&gt;
 . 2 -&amp;gt; White Leaf Desert&lt;br /&gt;
 . 3 -&amp;gt; Proxima Island&lt;br /&gt;
 . 4 -&amp;gt; Rebelion Island&lt;br /&gt;
 . 5 -&amp;gt; Hamalayi mountains - southern range&lt;br /&gt;
 . 6 -&amp;gt; Hamalayi mountains - northern range &lt;br /&gt;
 . 7 -&amp;gt; Tippet Island&lt;br /&gt;
 . 8 -&amp;gt; Brundle Island&lt;br /&gt;
 . 9 -&amp;gt; Fortress Island&lt;br /&gt;
 . 10 -&amp;gt; Polar Island&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------&lt;br /&gt;
- [ Bonus Type ]:&lt;br /&gt;
-----------------&lt;br /&gt;
&lt;br /&gt;
 . money -&amp;gt; BonusTypeValue &amp;amp; 0x0010;&lt;br /&gt;
 . life  -&amp;gt; BonusTypeValue &amp;amp; 0x0020;&lt;br /&gt;
 . magic -&amp;gt; BonusTypeValue &amp;amp; 0x0040;&lt;br /&gt;
 . key   -&amp;gt; BonusTypeValue &amp;amp; 0x0080;&lt;br /&gt;
 . clove -&amp;gt; BonusTypeValue &amp;amp; 0x0100;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
- [ Zone Type ]:&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
 . 0 -&amp;gt; Cube Zones -&amp;gt; change scenes&lt;br /&gt;
	Info0 -&amp;gt; Scene index&lt;br /&gt;
	Info1 -&amp;gt; X&lt;br /&gt;
	Info2 -&amp;gt; Y&lt;br /&gt;
	Info3 -&amp;gt; Z&lt;br /&gt;
&lt;br /&gt;
 . 1 -&amp;gt; Camera Zones -&amp;gt; move camera&lt;br /&gt;
	Info0 -&amp;gt; X (camera coordinates)&lt;br /&gt;
	Info1 -&amp;gt; Y (camera coordinates)&lt;br /&gt;
	Info2 -&amp;gt; Z (camera coordinates)&lt;br /&gt;
&lt;br /&gt;
 . 2 -&amp;gt; Sceneric Zones -&amp;gt; set zone variable (for life scripts)&lt;br /&gt;
	Info0 -&amp;gt; Zone id &lt;br /&gt;
&lt;br /&gt;
 . 3 -&amp;gt; Grid Zones -&amp;gt; clip the cube (like when the background is cut in the library)&lt;br /&gt;
	Info0 -&amp;gt; Cube index ( grid index: 120 (total scenes) + cube index )&lt;br /&gt;
&lt;br /&gt;
 . 4 -&amp;gt; Object Zones -&amp;gt; find something like coins, life, ...&lt;br /&gt;
	Info1 -&amp;gt; Bonus Paramenter &lt;br /&gt;
	Info2 -&amp;gt; Bonus Amount&lt;br /&gt;
	Snap -&amp;gt; Used in game to know if the bonus was already used. (0 -&amp;gt; Not used, 1-&amp;gt; Used)&lt;br /&gt;
&lt;br /&gt;
 . 5 -&amp;gt; Text Zones -&amp;gt; show a text (when reading sign)&lt;br /&gt;
	Info0 -&amp;gt; Text index in the current Text Bank&lt;br /&gt;
	Info1 -&amp;gt; Text Color (same as Talk Color) &lt;br /&gt;
&lt;br /&gt;
 . 6 -&amp;gt; Ladder Zones&lt;br /&gt;
	-&lt;br /&gt;
&lt;br /&gt;
------------------&lt;br /&gt;
- [ Static flag ]:&lt;br /&gt;
------------------&lt;br /&gt;
&lt;br /&gt;
 . staticValue &amp;amp; 0x1 -&amp;gt; Compute collision with objects&lt;br /&gt;
 . staticValue &amp;amp; 0x2 -&amp;gt; Compute collision with bricks&lt;br /&gt;
 . staticValue &amp;amp; 0x4 -&amp;gt; Is zonable (the actor is subjects to zone)&lt;br /&gt;
 . staticValue &amp;amp; 0x8 -&amp;gt; Uses clipping (the sprite will be drawn cut)&lt;br /&gt;
 . staticValue &amp;amp; 0x10 -&amp;gt; Can be pushed&lt;br /&gt;
 . staticValue &amp;amp; 0x20 -&amp;gt; Is dead&lt;br /&gt;
 . staticValue &amp;amp; 0x40 -&amp;gt; Can drown&lt;br /&gt;
 . staticValue &amp;amp; 0x80 -&amp;gt; ???&lt;br /&gt;
 . staticValue &amp;amp; 0x100 -&amp;gt; ???&lt;br /&gt;
 . staticValue &amp;amp; 0x200 -&amp;gt; Hidden&lt;br /&gt;
 . staticValue &amp;amp; 0x400 -&amp;gt; Is sprite actor&lt;br /&gt;
 . staticValue &amp;amp; 0x800 -&amp;gt; Can Fall&lt;br /&gt;
 . staticValue &amp;amp; 0x1000 -&amp;gt; Doesn&#039;t cast shadow&lt;br /&gt;
 . staticValue &amp;amp; 0x2000 -&amp;gt; Is backgrounded&lt;br /&gt;
 . staticValue &amp;amp; 0x4000 -&amp;gt; Can move&lt;br /&gt;
 . staticValue &amp;amp; 0x8000 -&amp;gt; Use Mini ZV (Zone Volumique - volume occuped by the model) (option used by sprites I guess, since all models have an ZV).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
- [ Move Script Macros ]:&lt;br /&gt;
-------------------------&lt;br /&gt;
&lt;br /&gt;
[ data type ] - you need to specify one parameter for that operation.&lt;br /&gt;
**[ data type ] - various parameters to specify for that operation.&lt;br /&gt;
&lt;br /&gt;
Each macro name specify one byte in the script.&lt;br /&gt;
&lt;br /&gt;
 _____________________________________________________&lt;br /&gt;
|                                                     |&lt;br /&gt;
| Opcode:	Command Name          -&amp;gt; Description  |&lt;br /&gt;
|_____________________________________________________|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
00:	END					-&amp;gt; End of Actor Move Script&lt;br /&gt;
01:	NOP					-&amp;gt; No Operation&lt;br /&gt;
02:	BODY [ byte ]				-&amp;gt; Choose new body for the current actor (Parameter = File3D Body Instance)&lt;br /&gt;
03:	ANIM [ byte ]				-&amp;gt; Choose new animation for the current actor (Parameter = File3D Animation Instance)&lt;br /&gt;
04:	GOTO_POINT [ byte ]			-&amp;gt; Tell the actor to go to a new position (Parameter = Track Index)&lt;br /&gt;
05:	WAIT_ANIM				-&amp;gt; Wait the end of the current animation&lt;br /&gt;
06:	LOOP					-&amp;gt; Loop a certain label.&lt;br /&gt;
07:	ANGLE [ s16 ]				-&amp;gt; Make the actor turn around&lt;br /&gt;
08:	POS_POINT [ byte ]			-&amp;gt; Set new postion for the current actor (Parameter = Track Index)&lt;br /&gt;
09:	LABEL [ byte ]				-&amp;gt; Specify a new label (Parameter = Label Number)&lt;br /&gt;
0A:	GOTO [ s16 ]				-&amp;gt; Go to a certain label (Parameter = Label Number)&lt;br /&gt;
0B:	STOP					-&amp;gt; Tell the actor to stop the current animation&lt;br /&gt;
0C:	GOTO_SYM_POINT [ byte ]			-&amp;gt; Tell the actor to go to a symbolic point&lt;br /&gt;
0D:	WAIT_NB_ANIM [ byte ] [ dummy ]		-&amp;gt; Wait a certain number of frame update in the current animation&lt;br /&gt;
0E:	SAMPLE [ s16 ]				-&amp;gt; Play a sample (Parameter = Sample index)&lt;br /&gt;
0F:	GOTO_POINT_3D [ byte ]			-&amp;gt; Tell the actor to go to a new position (Parameter = Track Index)&lt;br /&gt;
10:	SPEED [ s16 ]				-&amp;gt; Specify a new rotation speed for the current actor (Parameter = Rotation speed) [ 0 means fast, 32767 means slow ]&lt;br /&gt;
11:	BACKGROUND [ byte ]			-&amp;gt; Set actor as background (Parameter = 1 (true); = 0 (false))&lt;br /&gt;
12:	WAIT_NB_SECOND [ byte ] [s32 dummy]	-&amp;gt; Number os seconds to wait.&lt;br /&gt;
13:	NO_BODY					-&amp;gt; To not use Bodies.&lt;br /&gt;
14:	BETA [ s16 ]				-&amp;gt; Change actor orientation. (Parameter = New Angle)&lt;br /&gt;
15:	OPEN_LEFT [ s16 ]			-&amp;gt; Open the door (left way) (Parameter = distance to open).&lt;br /&gt;
16:	OPEN_RIGHT [ s16 ]			-&amp;gt; Open the door (right way) (Parameter = distance to open).&lt;br /&gt;
17:	OPEN_UP [ s16 ]				-&amp;gt; Open the door (up way) (Parameter = distance to open).&lt;br /&gt;
18:	OPEN_DOWN [ s16 ]			-&amp;gt; Open the door (down way) (Parameter = distance to open).&lt;br /&gt;
19:	CLOSE					-&amp;gt; Close the door.&lt;br /&gt;
1A:	WAIT_DOOR				-&amp;gt; Wait till door close.&lt;br /&gt;
1B:	SAMPLE_RND [ s16 ]			-&amp;gt; Generate a random sample.&lt;br /&gt;
1C:	SAMPLE_ALWAYS [ s16 ]			-&amp;gt; Play always the sample (Parameter = Sample index)&lt;br /&gt;
1D:	SAMPLE_STOP [ s16 ]			-&amp;gt; Stop playing the sample&lt;br /&gt;
1E:	PLAY_FLA [ string ]			-&amp;gt; Play FLA cutscenes (Parameter = Cutscene Name)&lt;br /&gt;
1F:	REPEAT_SAMPLE [ s16 ]			-&amp;gt; Repeat sample (Parameter = Sample index).&lt;br /&gt;
20:	SIMPLE_SAMPLE [ s16 ]			-&amp;gt; Play a sample (Parameter = Sample index)&lt;br /&gt;
21:	FACE_TWINKEL [ s16 dummy ]		-&amp;gt; The actor rotate to Twinsen direction (Parameter = -1 (near); = 0 (far))&lt;br /&gt;
22:	ANGLE_RND [ s16 ] [ s16 ]		-&amp;gt; Generate an random angle for the current actor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
- [ Life Script Macros ]:&lt;br /&gt;
-------------------------&lt;br /&gt;
&lt;br /&gt;
[ data type ] - you need to specify one parameter for that operation.&lt;br /&gt;
**[ data type ] - various parameters to specify for that operation.&lt;br /&gt;
&lt;br /&gt;
Each macro name specify one byte in the script.&lt;br /&gt;
&lt;br /&gt;
 _____________________________________________________&lt;br /&gt;
|                                                     |&lt;br /&gt;
| Opcode:	Command Name          -&amp;gt; Description  |&lt;br /&gt;
|_____________________________________________________|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
00:	END					-&amp;gt; End of Actor Life Script&lt;br /&gt;
01:	NOP					-&amp;gt; No Operation&lt;br /&gt;
02:	SNIF *					-&amp;gt; To execute a switch no if. It&#039;s used to toggle the switch.&lt;br /&gt;
03:	OFFSET [ s16 ]				-&amp;gt; To jump to another offset in the current script. (Parameter = Offset)&lt;br /&gt;
04:	NEVERIF	*				-&amp;gt; Will never execute that condition.&lt;br /&gt;
05:						-&amp;gt; unused&lt;br /&gt;
06:	NO_IF *					-&amp;gt; Will not execute the condition.&lt;br /&gt;
07:						-&amp;gt; unused&lt;br /&gt;
08:						-&amp;gt; unused&lt;br /&gt;
09:						-&amp;gt; unused&lt;br /&gt;
0A:	LABEL [ byte ]				-&amp;gt; Specify a new label (Parameter = script offset)&lt;br /&gt;
0B:	RETURN					-&amp;gt; To stop running the current script&lt;br /&gt;
0C:	IF *					-&amp;gt; Do a certain statement according the condition.&lt;br /&gt;
0D:	SWIF *					-&amp;gt; To execute a switch if.&lt;br /&gt;
0E:	ONEIF *					-&amp;gt; Will only execute that condition one time.&lt;br /&gt;
0F:	ELSE *					-&amp;gt; Else statement for an IF condition.&lt;br /&gt;
10:	ENDIF					-&amp;gt; End of a conditional statement (e.g. IF)&lt;br /&gt;
11:	BODY [ byte ]				-&amp;gt; Choose new body for the current actor (Parameter = File3D Body Instance)&lt;br /&gt;
12:	BODY_OBJ [ byte ] [ byte ]		-&amp;gt; Choose new body for the actor passed as parameter (Parameter = Actor Index, Parameter = File3D Body Instance)&lt;br /&gt;
13:	ANIM [ byte ]				-&amp;gt; Choose new animation for the current actor (Parameter = File3D Animation Instance)&lt;br /&gt;
14:	ANIM_OBJ [ byte ] [ byte ]		-&amp;gt; Choose new animation for the actor passed as parameter (Parameter = Actor Index, Parameter = File3D Animation Instance)&lt;br /&gt;
15:	SET_LIFE [ s16 ]			-&amp;gt; Same as SET_COMPORTAMENT&lt;br /&gt;
16:	SET_LIFE_OBJ [ byte ] [ s16 ]		-&amp;gt; Same as SET_COMPORTAMENT_OBJ&lt;br /&gt;
17:	SET_TRACK [ s16 ]			-&amp;gt; Set a new track for the current actor. (Parameter = Track offset)&lt;br /&gt;
18:	SET_TRACK_OBJ [ byte ] [ s16 ]		-&amp;gt; Set a new track for tha actor passed as parameter (Parameter = Actor Index, Parameter = Track offset)&lt;br /&gt;
19:	MESSAGE	[ s16 ]				-&amp;gt; Choose a message to display. (Parameter = Text Index in the current Text Bank)&lt;br /&gt;
1A:	FALLABLE [ byte ]			-&amp;gt; To set the current actor static flag fallable. (Parameter = value &amp;amp; 1)&lt;br /&gt;
1B:	SET_DIR	[ byte ] [ byte ]		-&amp;gt; To set direction for current actor.&lt;br /&gt;
1C:	SET_DIR_OBJ [ byte ] [ byte ] [ byte ]	-&amp;gt; To set direction&lt;br /&gt;
1D:	CAM_FOLLOW [ byte ]			-&amp;gt; Camara follow the actor (Parameter = Actor to Follow)&lt;br /&gt;
1E:	COMPORTEMENT_HERO [ byte ]		-&amp;gt; Set a new behavior for Twinsen (Paramenter = Behavior Index)&lt;br /&gt;
1F:	SET_FLAG_CUBE [ byte ] [ byte ]		-&amp;gt; Set a new value for the cube flag (Paramter = Cube Flag Index, Parameter = Value)&lt;br /&gt;
20:	COMPORTEMENT [ byte ]			-&amp;gt; Set a new behaviour for the current actor. (Paramter = Comportament number)&lt;br /&gt;
21:	SET_COMPORTEMENT [ s16 ]		-&amp;gt; Set a new comportament for the current actor. (Parameter = Comportament Offset)&lt;br /&gt;
22:	SET_COMPORTEMENT_OBJ [ byte ] [ s16 ]	-&amp;gt; Set a new comportament for the actor passed as parameter. (Paramter = Actor Index, Parameter = Comportament Offset)&lt;br /&gt;
23:	END_COMPORTEMENT 			-&amp;gt; End of comportament.&lt;br /&gt;
24:	SET_FLAG_GAME [ byte ] [ byte ]		-&amp;gt; Set a new value for the game flag (Paramter = Game Flag Index, Parameter = Value)&lt;br /&gt;
25:	KILL_OBJ [ byte ]			-&amp;gt; Kill the actor passed as paramenter (Parameter = Actor Index)&lt;br /&gt;
26:	SUICIDE					-&amp;gt; Kill the current actor&lt;br /&gt;
27:	USE_ONE_LITTLE_KEY			-&amp;gt; Use one key collected in the behaviors menu.&lt;br /&gt;
28:	GIVE_GOLD_PIECES [ s16 ]		-&amp;gt; To give money. (Paramenter = Cost)&lt;br /&gt;
29:	END_LIFE				-&amp;gt; The game will not play the current actor script anymore&lt;br /&gt;
2A:	STOP_L_TRACK				-&amp;gt; The current actor will stop doing the track.&lt;br /&gt;
2B:	RESTORE_L_TRACK				-&amp;gt; The current actor will resume the tracked started before.&lt;br /&gt;
2C:	MESSAGE_OBJ [ byte ] [ s16 ]		-&amp;gt; The actor passed as parameter will say that massage (Parameter = Actor Index, Parameter = Text Index in the current Text Bank)&lt;br /&gt;
2D:	INC_CHAPTER				-&amp;gt; To increment the current chapter value&lt;br /&gt;
2E:	FOUND_OBJECT [ byte ]			-&amp;gt; Found an object. (Parameter = Object Index)&lt;br /&gt;
2F:	SET_DOOR_LEFT [ s16 ]			-&amp;gt; Set a new value to open the door (left way) (Parameter = distance to open).&lt;br /&gt;
30:	SET_DOOR_RIGHT [ s16 ]			-&amp;gt; Set a new value to open the door (right way) (Parameter = distance to open).&lt;br /&gt;
31:	SET_DOOR_UP [ s16 ]			-&amp;gt; Set a new value to open the door (up way) (Parameter = distance to open).&lt;br /&gt;
32:	SET_DOOR_DOWN [ s16 ]			-&amp;gt; Set a new value to open the door (down way) (Parameter = distance to open).&lt;br /&gt;
33:	GIVE_BONUS [ byte ]			-&amp;gt; Give actor bonus. (Parameter = 0 (Don&#039;t change the actor bonus), &amp;gt; 0 (Change to another bonus))&lt;br /&gt;
34:	CHANGE_CUBE [ byte ]			-&amp;gt; Change to another room. (Parameter = Scene Index)&lt;br /&gt;
35:	OBJ_COL	[ byte ]			-&amp;gt; To set the current actor to collid with objects. (Parameter = 1(True) = other values(False))&lt;br /&gt;
36:	BRICK_COL [ byte ]			-&amp;gt; To set the current actor to collid with bricks. (Parameter = 1(True), = 2(True and the actor is dead), = other values(False))&lt;br /&gt;
37:	OR_IF *					-&amp;gt; To use various conditions for the same IF statement. (Use above an IF condition)&lt;br /&gt;
38:	INVISIBLE [ byte ]			-&amp;gt; Put an actor invisible (Parameter = 1(True), = 0(False))&lt;br /&gt;
39:	ZOOM [ byte ]				-&amp;gt; Camara zoom in and zoom out. (Parameter = 1(in) = 0(out))&lt;br /&gt;
3A:	POS_POINT [ byte ] 			-&amp;gt; Set new postion for the current actor (Parameter = Track Index)&lt;br /&gt;
3B:	SET_MAGIC_LEVEL	[ byte ]		-&amp;gt; To set the magic level. (Paramater = Magic Level)&lt;br /&gt;
3C:	SUB_MAGIC_POINT	[ byte ]		-&amp;gt; Substract the magic points. (Parameter = Points Value)&lt;br /&gt;
3D:	SET_LIFE_POINT_OBJ [ byte ] [ byte ]	-&amp;gt; Set new a life point. (Parameter = Actor Index, Parameter = Points Value)&lt;br /&gt;
3E:	SUB_LIFE_POINT_OBJ [ byte ] [ byte ]	-&amp;gt; Substract the life points. (Parameter = Actor Index, Parameter = Points Value)&lt;br /&gt;
3F:	HIT_OBJ	[ byte ]			-&amp;gt; Hit an actor. (Parameter = Actor Index)&lt;br /&gt;
40:	PLAY_FLA [ string ]			-&amp;gt; Play FLA cutscenes (Parameter = Cutscene Name)&lt;br /&gt;
41:	PLAY_MIDI [ byte ]			-&amp;gt; Play Midis (Parameter = Midis Index)&lt;br /&gt;
42:	INC_CLOVER_BOX				-&amp;gt; To increment the clover box current value.&lt;br /&gt;
43:	SET_USED_INVENTORY [ byte ]		-&amp;gt; To set an inventory object as used (Parameter = Object Index)&lt;br /&gt;
44:	ADD_CHOICE [ s16 ]			-&amp;gt; Add an option for the asked choice . (Parameter = Text Index in the current Text Bank)&lt;br /&gt;
45:	ASK_CHOICE [ s16 ]			-&amp;gt; The current actor will ask something (parameter) with choices to choose. (Parameter = Text Index in the current Text Bank)&lt;br /&gt;
46:	BIG_MESSAGE [ s16 ]			-&amp;gt; Show text in full screen. (Parameter = Text Index in the current Text Bank)&lt;br /&gt;
47:	INIT_PINGOUIN [ byte ]			-&amp;gt; To initiate the hidden meca-pingouin in the current scene. (Parameter = Actor Index)&lt;br /&gt;
48:	SET_HOLO_POS [ byte ]			-&amp;gt; To set an holomap position. (Parameter = Holomap/Scene Index)&lt;br /&gt;
49:	CLR_HOLO_POS [ byte ]			-&amp;gt; To clear an holomap position. (Parameter = Holomap/Scene Index)&lt;br /&gt;
4A:	ADD_FUEL [ byte ]			-&amp;gt; Add to the current fuel value the passed parameter. (Parameter = Fuel Amount)&lt;br /&gt;
4B:	SUB_FUEL [ byte ]			-&amp;gt; Substract the to fuel value the value passed as parameter. (Parameter = Fuel Amount)&lt;br /&gt;
4C:	SET_GRM [ byte ]			-&amp;gt; To set a GRID disappearing ceiling piece (Parameter = Disappearing ceiling piece Index)&lt;br /&gt;
4D:	SAY_MESSAGE [ s16 ]			-&amp;gt; The current actor will say the message passed as paramenter. (Parameter = Actor Index)&lt;br /&gt;
4E:	SAY_MESSAGE_OBJ [ byte ] [ s16 ]	-&amp;gt; The actor passed as parameter will say the message passed as paramenter. (Parameter = Actor Index, Parameter = Text Index in the current Text Bank)&lt;br /&gt;
4F:	FULL_POINT				-&amp;gt; Set Twinsen life point as full.&lt;br /&gt;
50:	BETA [ s16 ]				-&amp;gt; Change actor orientation. (Parameter = New Angle)&lt;br /&gt;
51:	GRM_OFF					-&amp;gt; To unset the GRID disappearing ceiling piece.&lt;br /&gt;
52:	FADE_PAL_RED				-&amp;gt; Fade palette to red&lt;br /&gt;
53:	FADE_ALARM_RED				-&amp;gt; Fade alarm to red&lt;br /&gt;
54:	FADE_ALARM_PAL				-&amp;gt; Fade alarm to palette&lt;br /&gt;
55:	FADE_RED_PAL				-&amp;gt; Fade red to palette&lt;br /&gt;
56:	FADE_RED_ALARM				-&amp;gt; Fade red to alarm&lt;br /&gt;
57:	FADE_PAL_ALARM				-&amp;gt; Fade palette to alarm&lt;br /&gt;
58:	EXPLODE_OBJ [ byte ]			-&amp;gt; Explode an object. (Parameter = Object Index)&lt;br /&gt;
59:	BULLE_ON 				-&amp;gt; Turn On &amp;quot;tool tips&amp;quot; while actors talk.&lt;br /&gt;
5A:	BULLE_OFF				-&amp;gt; Turn Off &amp;quot;tool tips&amp;quot; while actors talk.&lt;br /&gt;
5B:	ASK_CHOICE_OBJ [ byte ] [ s16 ]		-&amp;gt; The actor will ask something with choices to choose. (Parameter = Actor Index, Parameter = Text Index in the current Text Bank)&lt;br /&gt;
5C:	SET_DARK_PAL				-&amp;gt; Set a dark palette.&lt;br /&gt;
5D:	SET_NORMAL_PAL				-&amp;gt; Set main palette.&lt;br /&gt;
5E:	MESSAGE_SENDELL				-&amp;gt; Show Sendell message.&lt;br /&gt;
5F:	ANIM_SET [ byte ]			-&amp;gt; Set new animation for the current actor (Parameter = Animation Index)&lt;br /&gt;
60:	HOLOMAP_TRAJ [ byte ]			-&amp;gt; Choose a new holomap trajectory. (Parameter = Trajectory)&lt;br /&gt;
61:	GAME_OVER				-&amp;gt; Game over.&lt;br /&gt;
62:	THE_END					-&amp;gt; End of the game.&lt;br /&gt;
63:	MIDI_OFF				-&amp;gt; Stop the current played Midi.&lt;br /&gt;
64:	PLAY_CD_TRACK [byte]			-&amp;gt; Play a CD Track (Paramenter = CD Track).&lt;br /&gt;
65:	PROJ_ISO				-&amp;gt; Set Isometric Projections&lt;br /&gt;
66:	PROJ_3D					-&amp;gt; Set 3D Projections&lt;br /&gt;
67:	TEXT [s16]				-&amp;gt; Only display the text. (e.g. like in the credit list) (Parameter = Text Index in the current Text Bank)&lt;br /&gt;
68:	CLEAR_TEXT				-&amp;gt; Clear displayed text in the screen.&lt;br /&gt;
69:	BRUTAL_EXIT				-&amp;gt; Exit the script execution.&lt;br /&gt;
&lt;br /&gt;
The above macros that have the * mark use the further conditions.&lt;br /&gt;
Also all that macros have offset values at the end of the line to point to the next condition or block code for binary scenes.&lt;br /&gt;
This doens&#039;t happen for text scenes.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example to undertand that better:&lt;br /&gt;
&lt;br /&gt;
[#### Move script ####]&lt;br /&gt;
&lt;br /&gt;
00: LABEL 0&lt;br /&gt;
02: ANIM 11&lt;br /&gt;
04: WAIT_ANIM&lt;br /&gt;
05: ANIM 0&lt;br /&gt;
07: LABEL 100&lt;br /&gt;
09: STOP&lt;br /&gt;
0A: END&lt;br /&gt;
&lt;br /&gt;
[#### Life script ####]&lt;br /&gt;
&lt;br /&gt;
 - For Binary Scenes:&lt;br /&gt;
&lt;br /&gt;
00: SWIF ACTION == 1 29&lt;br /&gt;
06: IF ZONE == 0 18&lt;br /&gt;
12: SET_DIR 0&lt;br /&gt;
14: SET_TRACK 7&lt;br /&gt;
17: SET_COMPORTEMENT 35&lt;br /&gt;
20: IF FLAG_GAME 145 == 1 25&lt;br /&gt;
27: SUICIDE&lt;br /&gt;
28: ELSE 29&lt;br /&gt;
31: SET_COMPORTEMENT 35&lt;br /&gt;
34: END_COMPORTEMENT&lt;br /&gt;
35: SWIF L_TRACK &amp;lt; 100 45&lt;br /&gt;
41: GIVE_BONUS 0&lt;br /&gt;
43: IF L_TRACK == 0 55&lt;br /&gt;
49: SET_FLAG_GAME 145 1&lt;br /&gt;
52: SUICIDE&lt;br /&gt;
53: END_COMPORTEMENT&lt;br /&gt;
54: END&lt;br /&gt;
&lt;br /&gt;
 - For Text Scenes:&lt;br /&gt;
&lt;br /&gt;
COMPORTEMENT 0&lt;br /&gt;
  SWIF ACTION == 1&lt;br /&gt;
    IF ZONE == 0&lt;br /&gt;
      SET_DIR 0&lt;br /&gt;
      SET_TRACK 100&lt;br /&gt;
      SET_COMPORTEMENT 1&lt;br /&gt;
    ENDIF&lt;br /&gt;
    IF FLAG_GAME 145 == 1&lt;br /&gt;
      SUICIDE&lt;br /&gt;
    ELSE&lt;br /&gt;
      SET_COMPORTEMENT 1&lt;br /&gt;
    ENDIF&lt;br /&gt;
  ENDIF&lt;br /&gt;
END_COMPORTEMENT&lt;br /&gt;
COMPORTEMENT 1&lt;br /&gt;
  SWIF L_TRACK &amp;lt; 100&lt;br /&gt;
    GIVE_BONUS 0&lt;br /&gt;
  ENDIF&lt;br /&gt;
  IF L_TRACK == 0&lt;br /&gt;
    SET_FLAG_GAME 145 1&lt;br /&gt;
    SUICIDE&lt;br /&gt;
  ENDIF&lt;br /&gt;
END_COMPORTEMENT&lt;br /&gt;
END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 - [ Conditions ]:&lt;br /&gt;
&lt;br /&gt;
 _____________________________________________________&lt;br /&gt;
|                                                     |&lt;br /&gt;
|Opcode|        Operation Name         | Description  |&lt;br /&gt;
|_____________________________________________________|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
00:     COL operator [byte]			-&amp;gt; Current actor collision with another actor. (Parameter = Actor Index)&lt;br /&gt;
01:     COL_OBJ [byte] operator [byte]		-&amp;gt; Actor collision with the actor passed as parameter. (Parameter = Actor Index, Parameter = Actor Index)&lt;br /&gt;
02:     DISTANCE [byte] operator [s16]		-&amp;gt; Distance between the current actor and the actor passed as parameter. (Parameter = Actor Index, Parameter = Distance between)&lt;br /&gt;
03:     ZONE operator [byte]			-&amp;gt; Current actor tread on zone passed as parameter. (Parameter = Zone Index)&lt;br /&gt;
04:     ZONE_OBJ [byte] operator [byte]		-&amp;gt; The actor passed as parameter will tread on zone passed as parameter. (Parameter = Actor Index, Parameter = Zone Index)&lt;br /&gt;
05:     BODY operator [byte]			-&amp;gt; Body of the current actor. (Parameter = Body Index)&lt;br /&gt;
06:     BODY_OBJ [byte] operator [byte]		-&amp;gt; Body of the actor passed as parameter. (Parameter = Body Index)&lt;br /&gt;
07:     ANIM operator [byte]			-&amp;gt; Body Animation of the current actor. (Parameter = Animation Index)&lt;br /&gt;
08:     ANIM_OBJ [byte] operator [byte]		-&amp;gt; Body Animation of the actor passed as parameter. (Parameter = Animation Index)&lt;br /&gt;
09:     L_TRACK operator [byte]			-&amp;gt; Current actor track. (Parameter = Track Index)&lt;br /&gt;
0A:     L_TRACK_OBJ [byte] operator [byte]	-&amp;gt; Track of the actor passed as parameter. (Parameter = Track Index)&lt;br /&gt;
0B:     FLAG_CUBE [byte] operator [byte]	-&amp;gt; Game Cube Flags. (Parameter = Cube Flag Index, Parameter = 0 (not set), = 1 (set))&lt;br /&gt;
0C:     CONE_VIEW [byte] operator [s16]		-&amp;gt; The actor passed as parameter have a &amp;quot;vision in circle&amp;quot;. (Parameter = Actor Index, Parameter = Distance)&lt;br /&gt;
0D:     HIT_BY operator [byte]			-&amp;gt; Current actor hited by the actor passed as parameter. (Parameter = Actor Index)&lt;br /&gt;
0E:     ACTION operator [byte]			-&amp;gt; Hero action behavior. (Parameter = Behaviour Index)&lt;br /&gt;
0F:     FLAG_GAME [byte] operator [byte]	-&amp;gt; Game Flags (See further list). (Parameter = Flag Index, Parameter = 0 (not set), = 1 (set))&lt;br /&gt;
10:     LIFE_POINT operator [byte]		-&amp;gt; Current actor life points. (Parameter = Life points)&lt;br /&gt;
11:     LIFE_POINT_OBJ [byte] operator [byte]	-&amp;gt; Life points of the current actor passed as parameter. (Parameter = Life points)&lt;br /&gt;
12:     NB_LITTLE_KEYS operator [byte]		-&amp;gt; Number of keys. (Parameter = Number of keys)&lt;br /&gt;
13:     NB_GOLD_PIECES operator [s16]		-&amp;gt; Coins/Gold Amount. (Parameter = Coins/Gold amount)&lt;br /&gt;
14:     COMPORTEMENT_HERO operator [byte]	-&amp;gt; Hero behaviour. (Parameter = Behaviour Index)&lt;br /&gt;
15:     CHAPTER operator [byte]			-&amp;gt; Story Chapters. (Parameter = Chapter Index)&lt;br /&gt;
16:     DISTANCE_3D [byte] operator [s16]	-&amp;gt; Distance between the actor passed as parameter and the current actor. (Parameter = Actor Index, Parameter = Distance)&lt;br /&gt;
17:						-&amp;gt; unused&lt;br /&gt;
18:						-&amp;gt; unused&lt;br /&gt;
19:     USE_INVENTORY [byte] operator [byte]	-&amp;gt; Use inventory object. (Parameter = Object Index in the inventory, Paramenter = 0 (Not in Inventory), = 1 (In the Inventory))&lt;br /&gt;
1A:     CHOICE operator [s16]			-&amp;gt; Menu choice. (Parameter = Text Index in the current Text Bank)&lt;br /&gt;
1B:     FUEL operator [byte]			-&amp;gt; Amount of fuel gas the Hero have in his inventory. (Parameter = Gas amount)&lt;br /&gt;
1C:     CARRY_BY operator [byte]		-&amp;gt; The current is carried by the actor passed as paramenter. (Parameter = Actor Index)&lt;br /&gt;
1D:     CDROM operator [byte]			-&amp;gt; CDROM audio tracks. (Parameter = Audio Tracks Index)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 - [ Operators ]:&lt;br /&gt;
&lt;br /&gt;
00:	==	-&amp;gt; Equal to&lt;br /&gt;
01:	&amp;gt;	-&amp;gt; Greater Than&lt;br /&gt;
02:	&amp;lt;	-&amp;gt; Less Than&lt;br /&gt;
03:	&amp;gt;=	-&amp;gt; Greater Than Or Equal To&lt;br /&gt;
04:	&amp;lt;=	-&amp;gt; Less Than Or Equal To&lt;br /&gt;
05:	!=	-&amp;gt; Not equal to&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ SPECIAL THANKS ] ---------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Vicent Hamm [yaz0r] for explain me the scene format and for put up with me ;)&lt;br /&gt;
Also for all people involved with the LBA Info Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ Completements for Scripting ] --------------------------------------------&lt;br /&gt;
&lt;br /&gt;
The next resources are from LBA1, anyway if you deserve to change it for a new game using the LBA1 engine you&lt;br /&gt;
can do it without problems. &lt;br /&gt;
This is just to remind that the next resources are needed to know coding the story.&lt;br /&gt;
Some of the resource aren&#039;t complete, due to incomplite description in the LBA Info Project resources.&lt;br /&gt;
&lt;br /&gt;
Note that the values are in decimal.&lt;br /&gt;
&lt;br /&gt;
-----------------&lt;br /&gt;
- [ Game Flags ]:&lt;br /&gt;
-----------------&lt;br /&gt;
	Inventory:&lt;br /&gt;
		\_ 0 - Not in Inventory&lt;br /&gt;
		|_ 1 - In the Inventory&lt;br /&gt;
&lt;br /&gt;
000:	Holomap&lt;br /&gt;
001:	Magic ball&lt;br /&gt;
002:	FunFrock&#039;s saber&lt;br /&gt;
003:	Gawleys horn&lt;br /&gt;
004:	Tunic&lt;br /&gt;
005:	Book of Bù&lt;br /&gt;
006:	Sendels&#039;s medallion&lt;br /&gt;
007:	Flask of clear water&lt;br /&gt;
008:	Red card&lt;br /&gt;
009:	Blue card&lt;br /&gt;
010:	ID card&lt;br /&gt;
011:	Mr. Mies&#039; pass&lt;br /&gt;
012:	Proto-Pack&lt;br /&gt;
013:	Snowboard&lt;br /&gt;
014:	Meca Penguin&lt;br /&gt;
015:	Gas&lt;br /&gt;
016:	Pirate flag&lt;br /&gt;
017:	Magic flute&lt;br /&gt;
018:	Space guitar&lt;br /&gt;
019:	Hair dryer&lt;br /&gt;
020:	Ancesteral key&lt;br /&gt;
021:	Bottle of sirup&lt;br /&gt;
022:	Empty bottle&lt;br /&gt;
023:	Ferry ticket&lt;br /&gt;
024:	Keypad&lt;br /&gt;
025:	Coffee can&lt;br /&gt;
026:	Bonuses list&lt;br /&gt;
027:	Clover leaf&lt;br /&gt;
&lt;br /&gt;
	Quests:&lt;br /&gt;
		\_ 0 - Not maded&lt;br /&gt;
		|_ 1 - Already maded&lt;br /&gt;
&lt;br /&gt;
028:	Quest 1 = Met the cousin of the locksmith&lt;br /&gt;
029:	Quest 2 = Twinsen&#039;s house destroyed&lt;br /&gt;
030:	Quest 3 = Opened funfrocks safe&lt;br /&gt;
031:	Quest 4 = Placed statue in the first scene of Bu&lt;br /&gt;
032:	Quest 5 = Lock smith not home&lt;br /&gt;
033:	Quest 6 = Found clover bosx in the bar&lt;br /&gt;
034:	Quest 7 = Got kashes from astromoners chest&lt;br /&gt;
035:	Quest 8 = Escaped through cimney&lt;br /&gt;
036:	Quest 9 = Found 25 kashes in the chest near the citadel&lt;br /&gt;
037:	Quest 10 = Cleaned water tower water&lt;br /&gt;
038:	Quest 11 = Read the book of the prophecy&lt;br /&gt;
039:	Quest 12 = Aranged crates&lt;br /&gt;
040:	Quest 13 = Telepods destroyed&lt;br /&gt;
041:	Quest 14 = Turned on the museum alarm&lt;br /&gt;
042:	Quest 15 = Gave book to old guy&lt;br /&gt;
043:	Quest 16 = Password for the marked stone&lt;br /&gt;
044:	Quest 17 = Password for the eclypse stone&lt;br /&gt;
045:	Quest 18 = Freed the marked stone&lt;br /&gt;
046:	Quest 19 = Freed the marked stone&lt;br /&gt;
047:	Quest 20 = Reopened the bar&lt;br /&gt;
048:	Quest 21 = ?? found beech side entrance to cave -&amp;gt; 48: !-Twinkel Loin:OK&lt;br /&gt;
049:	Quest 22 = Placed statue in first level of Bu&lt;br /&gt;
050:	Quest 23 = ?? -&amp;gt; 50: 3-Amphore1 BU2&lt;br /&gt;
051:	Quest 24 = Broke seal to the marked stone&lt;br /&gt;
052:	Quest 25 = Access to the secret document section of the library, ?? get&#039;s zero&#039;ed on port beluga after quest 11&lt;br /&gt;
053:	Quest 26 = Talked to forger&lt;br /&gt;
054:	Quest 27 = Museum sewer entrance open&lt;br /&gt;
055:	Quest 28 = Tunnel in the rabbibunny village open&lt;br /&gt;
056:	Quest 29 = Broke seal in the white leaf desert&lt;br /&gt;
057:	Quest 30 = Found clover box on the island near peg leg street&lt;br /&gt;
058:	Quest 31 = museum has been robbed&lt;br /&gt;
059:	Quest 32 = Broke sendell seal in citadel island&lt;br /&gt;
060:	Quest 33 = Broke sendell seal in the old burg&lt;br /&gt;
061:	Quest 34 = Found cave beneath house&lt;br /&gt;
062:	Quest 35 = Killed pharmacist&lt;br /&gt;
063:	Quest 36 = Globbered a clone&lt;br /&gt;
064:	Quest 37 = Went through the secret passage to the lock smith&lt;br /&gt;
065:	Quest 38 = Went outside with locksmith&lt;br /&gt;
066:	Quest 39 = Opened gate to upper old burg&lt;br /&gt;
067:	Quest 40 = Spoke with the rebel leader&lt;br /&gt;
068:	Quest 41 = Bought the catamaran&lt;br /&gt;
069:	Quest 42 = Spoke to the rebel in the harbor bunker&lt;br /&gt;
070:	Quest 43 = Inventory disabled&lt;br /&gt;
071:	Quest 44 = Destroyed the radar on the hamalayi&lt;br /&gt;
072:	Quest 45 = First hamalayi scene with the rebel (zeroed on 46)&lt;br /&gt;
073:	Quest 46 = Second hamalayi scene with the rebel (zeroed in the next scene)&lt;br /&gt;
074:	Quest 47 = Third hamalayi scene with the rebel (zeroed in the next scene)&lt;br /&gt;
075:	Quest 48 = New rebel&lt;br /&gt;
076:	Quest 49 = Sacret carrot being opened, zeroed after 68&lt;br /&gt;
077:	Quest 50 = Tank in fort on the Hamalayi&lt;br /&gt;
078:	Quest 51 = Tank in the hamalayi taken&lt;br /&gt;
079:	Quest 52 = Destroyed the mutant eggs&lt;br /&gt;
080:	Quest 53 = Opened door in the mutant factory (middle)&lt;br /&gt;
081:	Quest 54 = Opened door in the mutant factory (lower)&lt;br /&gt;
082:	Quest 55 = Talked with chatter lady on the old burg (Julia)&lt;br /&gt;
083:	Quest 56 = ?? something with clear water -&amp;gt; 83: ?-eau claire verse&lt;br /&gt;
084:	Quest 57 = Sailor wants a drink&lt;br /&gt;
085:	Quest 58 = Took the jeep to the rabbibunny village&lt;br /&gt;
086:	Quest 59 = Received quest to retreive a hairdryer&lt;br /&gt;
087:	Quest 60 = Librarian complaint about the citys tap water&lt;br /&gt;
088:	Quest 61 = Freed the rebel leader&lt;br /&gt;
089:	Quest 62 = Arrived on the hamalayi with the rebels&lt;br /&gt;
090:	Quest 63 = Gave away the space guitar&lt;br /&gt;
091:	Quest 64 = Entrance to the secret passage to Dinofly open&lt;br /&gt;
092:	Quest 65 = Information about zoe from the sailor&lt;br /&gt;
093:	Quest 66 = Opened door with the hidden key in the secret passage to Dinofly&lt;br /&gt;
094:	Quest 67 = Took dinofly&lt;br /&gt;
095:	Quest 68 = Sacret carrot is open&lt;br /&gt;
096:	Quest 69 = Arrived in the middle of white leaf desert, got reset after you freed joe&lt;br /&gt;
097:	Quest 70 = Attached pirate flag to ship&lt;br /&gt;
098:	Quest 71 = ?? -&amp;gt; 8: 4-parl‚ au faussair&lt;br /&gt;
099:	Quest 72 = Info about LeBournes treasure&lt;br /&gt;
100:	Quest 73 = Temple of bu, 2nd scene, finished sub room #1&lt;br /&gt;
101:	Quest 74 = Temple of bu, 2nd scene, finished sub room #2&lt;br /&gt;
102:	Quest 75 = Temple of bu, 2nd scene, finished sub room #3&lt;br /&gt;
103:	Quest 76 = Got a ferry ticket&lt;br /&gt;
104:	Quest 77 = ?? -&amp;gt; 104: 2-archi a l1t‚rieur&lt;br /&gt;
105:	Quest 78 = Freed the rebel leader&lt;br /&gt;
106:	Quest 79 = Broke Sendell seal in secret cave &lt;br /&gt;
107:	Quest 80 = Killed the groboclone in the closed bar&lt;br /&gt;
108:	Quest 81 = ?? ski piste open -&amp;gt; 108: 9-Vanne pisc ouver&lt;br /&gt;
109:	Quest 82 = ?? -&amp;gt; 109: 9-Bette ftres tuee&lt;br /&gt;
110:	Quest 83 = Opened 1st gate&lt;br /&gt;
111:	Quest 84 = Placed statue in 3rd scene&lt;br /&gt;
112:	Quest 85 = ?? -&amp;gt; 112: 9-Porte zoe ouvert&lt;br /&gt;
113:	Quest 86 = Saved Joe the elf&lt;br /&gt;
114:	Quest 87 = ?? -&amp;gt; 114: 9-Sceau eclater&lt;br /&gt;
115:	Quest 88 = Saved the rabbibunny from the mutant&lt;br /&gt;
116:	Quest 89 = ?? -&amp;gt; 116: 10-FTRES d‚truite&lt;br /&gt;
117:	Quest 90 = Broke seal on Brundle Island&lt;br /&gt;
118:	Quest 91 = Saved Raymond the elf&lt;br /&gt;
119:	Quest 92 = Took hydroglyder&lt;br /&gt;
120:	Quest 93 = Opened the door in funky town&lt;br /&gt;
121:	Quest 94 = Opened lock on forgers house&lt;br /&gt;
122:	Quest 95 = ?? Used keypad -&amp;gt; 122: 9-DigiCode Pos‚&lt;br /&gt;
123:	Quest 96 = ?? -&amp;gt; 123: 11-Funfrok a parl‚&lt;br /&gt;
124:	Quest 97 = ?? -&amp;gt; 124: 9-Portail ouvert&lt;br /&gt;
125:	Quest 98 = ?? -&amp;gt; 125: 9-Infirmier tu‚&lt;br /&gt;
126:	Quest 99 = ?? -&amp;gt; 126: 9-LapiRouge tu‚&lt;br /&gt;
127:	Quest 100 = ?? -&amp;gt; 127: 9-Peintre dehors&lt;br /&gt;
128:	Quest 101 = ?? -&amp;gt; 128: 2-Lapi chez frŠre&lt;br /&gt;
129:	Quest 102 = ?? -&amp;gt; 129: 11-Sceau Sendell ok&lt;br /&gt;
130:	Quest 103 = ?? -&amp;gt; 130: 11-Rochers d‚truits&lt;br /&gt;
131:	Quest 104 = ?? -&amp;gt; 131: 2-Lapi lib‚r‚&lt;br /&gt;
132:	Quest 105 = Clover box in sewer citadel island&lt;br /&gt;
133:	Quest 106 = ?? -&amp;gt; 133: 11-Portail ouvert&lt;br /&gt;
134:	Quest 107 = ?? -&amp;gt; 134: 10-Lapi chef sorti&lt;br /&gt;
135:	Quest 108 = ?? -&amp;gt; 135: 10-Lapi a creus‚&lt;br /&gt;
136:	Quest 109 = ?? -&amp;gt; 136: 10-char&amp;amp;gardes tu‚s&lt;br /&gt;
137:	Quest 110 = ?? -&amp;gt; 137: 11-Funfrock tomb‚&lt;br /&gt;
138:	Quest 111 = Took the boat to the white leaf desert&lt;br /&gt;
139:	Quest 112 = ?? -&amp;gt; 139: 11-FunFrock tu‚&lt;br /&gt;
140:	Quest 113 = ?? -&amp;gt; 140: 6-Kroptman parti&lt;br /&gt;
141:	Quest 114 = Opened clear water lake&lt;br /&gt;
142:	Quest 115 = Spoke with the old man in thw white leaf desert&lt;br /&gt;
143:	Quest 116 = Information about LeBourne from sailor (to speak with the Old Brug shop keeper)&lt;br /&gt;
144:	Quest 117 = Activated secret grobo statue&lt;br /&gt;
145:	Quest 118 = Found 150 kashes in the secret area of the old burg&lt;br /&gt;
146:	Quest 119 = ?? -&amp;gt; 146: 11-Zoe a parl‚&lt;br /&gt;
147:	Quest 120 = Opened gate to the shuttle&lt;br /&gt;
148:	Quest 121 = ?? -&amp;gt; 148: Seb en a une petite&lt;br /&gt;
149:	Quest 122 = Found dinofly&lt;br /&gt;
150:	Quest 123 = ?? -&amp;gt; 150: verser o clair run1&lt;br /&gt;
151:	Quest 124 = ?? -&amp;gt; 151: verser o clair run2&lt;br /&gt;
152:	Quest 125 = Destroyed a mutant&lt;br /&gt;
153:	Quest 126 = Destroyed a mutant&lt;br /&gt;
154:	Quest 127 = Destroyed a mutant&lt;br /&gt;
155:	Quest 128 = Destroyed a mutant&lt;br /&gt;
156:	Quest 129 = ?? -&amp;gt; 156: 11-Zoe descendue&lt;br /&gt;
157:	Quest 130 = Broke seal of the destroyed house on principal island&lt;br /&gt;
158:	Quest 131 = ?? -&amp;gt; 158: 2-Repr‚sentant vu&lt;br /&gt;
&lt;br /&gt;
159..199: unused          &lt;br /&gt;
&lt;br /&gt;
200:	Baffe.fla	-&amp;gt; Hit&lt;br /&gt;
201:	Baffe2.fla	-&amp;gt; Hit, band-aid&lt;br /&gt;
202:	Baffe3.fla	-&amp;gt; Hit, black eye&lt;br /&gt;
203:	Bateau.fla	-&amp;gt; Ferry #1                &lt;br /&gt;
204:	TempleBu.fla	-&amp;gt; Temple of Bu&lt;br /&gt;
205:	Flute2.fla	-&amp;gt; White Leaf Desert, flute&lt;br /&gt;
206:	Navette.fla	-&amp;gt; Hamalayi Mountains, chuttle&lt;br /&gt;
207:	Neige2.fla	-&amp;gt; Hamalayi Mountains, storm&lt;br /&gt;
208:	Surf.fla	-&amp;gt; Hamalayi Mountains, ski lift&lt;br /&gt;
209:	Bateau2.fla	-&amp;gt; Ferry #2&lt;br /&gt;
210:	Capture.fla	-&amp;gt; Fortress, Zoe Clone&lt;br /&gt;
211:	Verser.fla	-&amp;gt; Fortress, Rune stone (cut from the game)&lt;br /&gt;
212:	Verser2.fla	-&amp;gt; Fortress, Rune stone&lt;br /&gt;
213:	Fortress.fla	-&amp;gt; Fortress, explosion&lt;br /&gt;
214:	Sendel2.fla	-&amp;gt; Sendel give powers to Twinsen &amp;amp; Zoé.&lt;br /&gt;
215:	Baffe5.fla	-&amp;gt; Hit, reject&lt;br /&gt;
216:	Explod.fla	-&amp;gt; Twinsun explosion (on top of the well)&lt;br /&gt;
217:	Glass2.fla	-&amp;gt; Clear water lake&lt;br /&gt;
218:	Sendel.fla	-&amp;gt; Twinsen in Well of Sendell&lt;br /&gt;
219:	Explod2.fla	-&amp;gt; Twinsun explosion&lt;br /&gt;
&lt;br /&gt;
220..255: unused&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---------------&lt;br /&gt;
- [ Chapters ]:&lt;br /&gt;
---------------&lt;br /&gt;
&lt;br /&gt;
00:	Inprisoned&lt;br /&gt;
01:	Escape from the citadel&lt;br /&gt;
02:	Zoe got captured&lt;br /&gt;
03:	- looking for a young girl&lt;br /&gt;
04:	- looking for a &amp;quot;friend&amp;quot;&lt;br /&gt;
05:	The legend of Sendell&lt;br /&gt;
06:	The book of Bu&lt;br /&gt;
07:	Pirate LeBorne&lt;br /&gt;
08:	- &amp;quot;good day&amp;quot;&lt;br /&gt;
09:	- &amp;quot;good day&amp;quot;&lt;br /&gt;
10:	- ?? nothing&lt;br /&gt;
11:	- ?? nothing&lt;br /&gt;
12:	- ?? nothing&lt;br /&gt;
13:	- looking for plans&lt;br /&gt;
14:	- still looking for plans&lt;br /&gt;
15:	The final showdown - &amp;quot;good day&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
- [ Magic Levels ]:&lt;br /&gt;
-------------------&lt;br /&gt;
&lt;br /&gt;
0:	No Magic Levels	&lt;br /&gt;
1:	Yellow Ball&lt;br /&gt;
2: 	Green Ball&lt;br /&gt;
3: 	Red Ball&lt;br /&gt;
4:	Fire Ball&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
- [ Twinsen Behaviours ]:&lt;br /&gt;
-------------------------&lt;br /&gt;
&lt;br /&gt;
0:	Normal &lt;br /&gt;
1:	Athletic&lt;br /&gt;
2:	Agressive&lt;br /&gt;
3:	Discrete&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----------------------&lt;br /&gt;
- [ Inventory Items ]:&lt;br /&gt;
----------------------&lt;br /&gt;
&lt;br /&gt;
00:	Holomap&lt;br /&gt;
01:	Magic ball&lt;br /&gt;
02:	FunFrock&#039;s saber&lt;br /&gt;
03:	Gawleys horn&lt;br /&gt;
04:	Tunic&lt;br /&gt;
05:	Book of Bù&lt;br /&gt;
06:	Sendels&#039;s medallion&lt;br /&gt;
07:	Flask of clear water&lt;br /&gt;
08:	Red card&lt;br /&gt;
09:	Blue card&lt;br /&gt;
10:	ID card&lt;br /&gt;
11:	Mr. Mies&#039; pass&lt;br /&gt;
12:	Proto-Pack&lt;br /&gt;
13:	Snowboard&lt;br /&gt;
14:	Meca Penguin&lt;br /&gt;
15:	Gas&lt;br /&gt;
16:	Pirate flag&lt;br /&gt;
17:	Magic flute&lt;br /&gt;
18:	Space guitar&lt;br /&gt;
19:	Hair dryer&lt;br /&gt;
20:	Ancesteral key&lt;br /&gt;
21:	Bottle of sirup&lt;br /&gt;
22:	Empty bottle&lt;br /&gt;
23:	Ferry ticket&lt;br /&gt;
24:	Keypad&lt;br /&gt;
25:	Coffee can&lt;br /&gt;
26:	Bonuses list&lt;br /&gt;
27:	Clover leaf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
- [ Disappearing Grids ]:&lt;br /&gt;
-------------------------&lt;br /&gt;
&lt;br /&gt;
00:	Disappearing ceiling piece 1 for *1 &lt;br /&gt;
01:	Disappearing ceiling piece 2 for *1 &lt;br /&gt;
02:	Disappearing ceiling piece 3 for *1&lt;br /&gt;
03:	Disappearing ceiling piece 4 for *1&lt;br /&gt;
04:	Disappearing ceiling piece for *6 &lt;br /&gt;
05:	Disappearing ceiling piece for *11&lt;br /&gt;
06:	Disappearing ceiling piece for *39&lt;br /&gt;
07:	Disappearing ceiling piece for *22&lt;br /&gt;
08:	Disappearing ceiling piece for *89&lt;br /&gt;
09:	Disappearing ceiling piece for *88&lt;br /&gt;
10:	Disappearing ceiling piece for *93&lt;br /&gt;
11:	Disappearing ceiling piece for *100&lt;br /&gt;
12:	Disappearing ceiling piece for *96&lt;br /&gt;
13:	Disappearing ceiling piece for *37&lt;br /&gt;
&lt;br /&gt;
* Related with Holomap Locations and Cube Zones&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------&lt;br /&gt;
- [ FLA file names list ]:&lt;br /&gt;
--------------------------&lt;br /&gt;
&lt;br /&gt;
- Baffe.fla	-&amp;gt; Hit&lt;br /&gt;
- Baffe2.fla	-&amp;gt; Hit, band-aid&lt;br /&gt;
- Baffe3.fla	-&amp;gt; Hit, black eye&lt;br /&gt;
- Bateau.fla	-&amp;gt; Ferry #1                &lt;br /&gt;
- TempleBu.fla	-&amp;gt; Temple of Bu&lt;br /&gt;
- Flute2.fla	-&amp;gt; White Leaf Desert, flute&lt;br /&gt;
- Navette.fla	-&amp;gt; Hamalayi Mountains, chuttle&lt;br /&gt;
- Neige2.fla	-&amp;gt; Hamalayi Mountains, storm&lt;br /&gt;
- Surf.fla	-&amp;gt; Hamalayi Mountains, ski lift&lt;br /&gt;
- Bateau2.fla	-&amp;gt; Ferry #2&lt;br /&gt;
- Capture.fla	-&amp;gt; Fortress, Zoe Clone&lt;br /&gt;
- Verser.fla	-&amp;gt; Fortress, Rune stone (cut from the game)&lt;br /&gt;
- Verser2.fla	-&amp;gt; Fortress, Rune stone&lt;br /&gt;
- Fortress.fla	-&amp;gt; Fortress, explosion&lt;br /&gt;
- Sendel2.fla	-&amp;gt; Sendel give powers to Twinsen &amp;amp; Zoé.&lt;br /&gt;
- Baffe5.fla	-&amp;gt; Hit, reject&lt;br /&gt;
- Explod.fla	-&amp;gt; Twinsun explosion (on top of the well)&lt;br /&gt;
- Glass2.fla	-&amp;gt; Clear water lake&lt;br /&gt;
- Sendel.fla	-&amp;gt; Twinsen in Well of Sendell&lt;br /&gt;
- Explod2.fla	-&amp;gt; Twinsun explosion&lt;br /&gt;
&lt;br /&gt;
- Dragon3.fla	-&amp;gt; Little Big Adventure logo intro.&lt;br /&gt;
- Introd.fla	-&amp;gt; The Twinsen&#039;s Dream. (Intro movie)&lt;br /&gt;
- LBA.fla	-&amp;gt; LBA label movie from the demo version.&lt;br /&gt;
- The_End.fla	-&amp;gt; End movie with Twinsen and Zoé.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ END ] ---------------------------------------------------------&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xesf</name></author>
	</entry>
	<entry>
		<id>https://lbafileinfo.kaziq.net/index.php?title=LBA1:Isometric_scene&amp;diff=2229</id>
		<title>LBA1:Isometric scene</title>
		<link rel="alternate" type="text/html" href="https://lbafileinfo.kaziq.net/index.php?title=LBA1:Isometric_scene&amp;diff=2229"/>
		<updated>2016-08-23T22:35:44Z</updated>

		<summary type="html">&lt;p&gt;Xesf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
L I T T L E   B I G   A D V E N T U R E   1&lt;br /&gt;
Scene Format - used for LBA Story Coder&lt;br /&gt;
Revision 4&lt;br /&gt;
&lt;br /&gt;
Author:   Alexandre Fontoura [alexfont]&lt;br /&gt;
&lt;br /&gt;
Last Modification: 08.04.2006&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ INFORMATION ] ------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
This document describes the format in which the LBA1\Relentless scenes are &lt;br /&gt;
stored in. I used this information in the generation of my Story Coder.&lt;br /&gt;
If you find any errors in this document please email me the details, &lt;br /&gt;
also if you find new stuff please notify me. &lt;br /&gt;
This information is provided AS IS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ NOTES ] ------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 - Actors: Such as characters, doors, moving plataforms, invisible actors, and so on...&lt;br /&gt;
 - Zones: Special actions, like change to another scene, up in a ladder, and so on...&lt;br /&gt;
 - Tracks: Tell the actor where to go.&lt;br /&gt;
&lt;br /&gt;
 - Move Script: The way the actor &amp;quot;move&amp;quot; in the game.&lt;br /&gt;
 - Life Script: The way the actor act in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ FORMAT ] -----------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
u16 = unsigned short (16bit)&lt;br /&gt;
s16 = signed short (16bit)&lt;br /&gt;
byte (8bit)&lt;br /&gt;
&lt;br /&gt;
+ = to add in the previeous script bytes&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
00:	byte		Island number&lt;br /&gt;
01:	byte		GameOver Cube&lt;br /&gt;
02..05: unused&lt;br /&gt;
&lt;br /&gt;
[ Ambiance ] &lt;br /&gt;
06:	u16		AlphaLight&lt;br /&gt;
08:	u16		BetaLight&lt;br /&gt;
0A:	u16		SampleAmbiance[0]&lt;br /&gt;
0C:	u16		SampleRepeat[0] &lt;br /&gt;
0E:	u16		SampleRnd[0]&lt;br /&gt;
10:	u16		SampleAmbiance[1]&lt;br /&gt;
12:	u16		SampleRepeat[1]&lt;br /&gt;
14:	u16		SampleRnd[1]&lt;br /&gt;
16:	u16		SampleAmbiance[2]&lt;br /&gt;
18:	u16		SampleRepeat[2]&lt;br /&gt;
1A:	u16		SampleRnd[2]&lt;br /&gt;
1C:	u16		SampleAmbiance[3]&lt;br /&gt;
1E:	u16		SampleRepeat[3]&lt;br /&gt;
20:	u16		SampleRnd[3]&lt;br /&gt;
22:	u16		Second_Min&lt;br /&gt;
24:	u16		Second_Ecart&lt;br /&gt;
26:	byte		Music (Midis Index)&lt;br /&gt;
[ / Ambiance ]&lt;br /&gt;
&lt;br /&gt;
[ Hero Start ]&lt;br /&gt;
27:	s16		Hero Position X&lt;br /&gt;
29:	s16		Hero Position Y&lt;br /&gt;
2B:	s16		Hero Position Z&lt;br /&gt;
[ / Hero Start ]&lt;br /&gt;
&lt;br /&gt;
2D:	u16		(*) Number of Bytes used by Hero Move Script&lt;br /&gt;
Here you will get the bytes using the further Life Script list &amp;quot;Number of Bytes used by Hero Move Script&amp;quot; times.&lt;br /&gt;
2F:	(*)		[ Move Script ]&lt;br /&gt;
&lt;br /&gt;
+00:	u16		(**) Number of Bytes used by Hero Life Script&lt;br /&gt;
Here you will get the bytes using the further Life Script list &amp;quot;Number of Bytes used by Hero Life Script&amp;quot; times.&lt;br /&gt;
02:	(**)		[ Life Script ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+00:	u16		Number of actors in scene&lt;br /&gt;
02:&lt;br /&gt;
Do this &amp;quot;number actors in scene&amp;quot; times - 1 (Less 1 because Twinsen is counted in &amp;quot;Number of actors in scene&amp;quot;)&lt;br /&gt;
[ Actors ]&lt;br /&gt;
00:	u16		Static Flag (See further Static Flag List)&lt;br /&gt;
02:	u16		File3D index&lt;br /&gt;
04:	byte		Body - File3D Instance&lt;br /&gt;
05:	byte		Animation - File3D Instance&lt;br /&gt;
06:	byte		Sprites index&lt;br /&gt;
07:	u16		X Coordinates&lt;br /&gt;
09:	u16		Y Coordinates&lt;br /&gt;
0B:	u16		Z Coordinates&lt;br /&gt;
0D:	byte		Strength Of Hit&lt;br /&gt;
0E:	u16		Bonus type (See further Bonus Type List)&lt;br /&gt;
10:	u16		Character Angle&lt;br /&gt;
12:	u16		Rotation Speed&lt;br /&gt;
14:	u16		Behaviour&lt;br /&gt;
16:	u16		Crop Left&lt;br /&gt;
18:	u16		Crop Top&lt;br /&gt;
1A:	u16		Crop Right&lt;br /&gt;
1C:	u16		Crop Bottom&lt;br /&gt;
1E:	byte		Bonus Amount&lt;br /&gt;
1F:	byte		Talk Color&lt;br /&gt;
20:	byte		Armour&lt;br /&gt;
21:	byte		Life Points&lt;br /&gt;
&lt;br /&gt;
22:	u16		(*) Number of Bytes used by Actor Move Script&lt;br /&gt;
Here you will get the bytes using the further Life Script list &amp;quot;Number of Bytes used by Move Script&amp;quot; times.&lt;br /&gt;
24:	(*)		[ Move Script ]&lt;br /&gt;
&lt;br /&gt;
+00:	u16		(**) Number of Bytes used by Twinsen Life Script&lt;br /&gt;
Here you will get the bytes using the further Life Script list &amp;quot;Number of Bytes used by Life Script&amp;quot; times.&lt;br /&gt;
02:	(**)		[ Life Script ]&lt;br /&gt;
[ / Actors ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+00:	u16		Number of Zones&lt;br /&gt;
02:&lt;br /&gt;
Do this &amp;quot;number zones in scene&amp;quot; times&lt;br /&gt;
[ Zones ]&lt;br /&gt;
00:	u16		Bottom Left - X Coordinates&lt;br /&gt;
02:	u16		Bottom Left - Y Coordinates&lt;br /&gt;
04:	u16		Bottom Left - Z Coordinates&lt;br /&gt;
06:	u16		Top Right - X Coordinates&lt;br /&gt;
08:	u16		Top Right - Y Coordinates&lt;br /&gt;
0A:	u16		Top Right - Z Coordinates&lt;br /&gt;
0C:	u16		Zone Type (See further Zone Type List)&lt;br /&gt;
0E:	u16		Info0 (See further Zone Type List)&lt;br /&gt;
10:	u16		Info1 (See further Zone Type List)&lt;br /&gt;
12:	u16		Info2 (See further Zone Type List)&lt;br /&gt;
14:	u16		Snap&lt;br /&gt;
[ / Zones]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+00:	u16		Number of tracks&lt;br /&gt;
02:&lt;br /&gt;
Do this &amp;quot;number tracks in scene&amp;quot; times&lt;br /&gt;
[ Tracks ]&lt;br /&gt;
00:	u16		X Coordinates&lt;br /&gt;
02:	u16		Y Coordinates&lt;br /&gt;
04:	u16		Z Coordinates&lt;br /&gt;
[ / Tracks ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ Lists ] ------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
---------------------&lt;br /&gt;
- [ Island Numbers ]:&lt;br /&gt;
---------------------&lt;br /&gt;
&lt;br /&gt;
 . 0 -&amp;gt; Citadel Island&lt;br /&gt;
 . 1 -&amp;gt; Principal Island&lt;br /&gt;
 . 2 -&amp;gt; White Leaf Desert&lt;br /&gt;
 . 3 -&amp;gt; Proxima Island&lt;br /&gt;
 . 4 -&amp;gt; Rebelion Island&lt;br /&gt;
 . 5 -&amp;gt; Hamalayi mountains - southern range&lt;br /&gt;
 . 6 -&amp;gt; Hamalayi mountains - northern range &lt;br /&gt;
 . 7 -&amp;gt; Tippet Island&lt;br /&gt;
 . 8 -&amp;gt; Brundle Island&lt;br /&gt;
 . 9 -&amp;gt; Fortress Island&lt;br /&gt;
 . 10 -&amp;gt; Polar Island&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------&lt;br /&gt;
- [ Bonus Type ]:&lt;br /&gt;
-----------------&lt;br /&gt;
&lt;br /&gt;
 . money -&amp;gt; BonusTypeValue &amp;amp; 0x0010;&lt;br /&gt;
 . life  -&amp;gt; BonusTypeValue &amp;amp; 0x0020;&lt;br /&gt;
 . magic -&amp;gt; BonusTypeValue &amp;amp; 0x0040;&lt;br /&gt;
 . key   -&amp;gt; BonusTypeValue &amp;amp; 0x0080;&lt;br /&gt;
 . clove -&amp;gt; BonusTypeValue &amp;amp; 0x0100;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
- [ Zone Type ]:&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
 . 0 -&amp;gt; Cube Zones -&amp;gt; change scenes&lt;br /&gt;
	Info0 -&amp;gt; Scene index&lt;br /&gt;
	Info1 -&amp;gt; X&lt;br /&gt;
	Info2 -&amp;gt; Y&lt;br /&gt;
	Info3 -&amp;gt; Z&lt;br /&gt;
&lt;br /&gt;
 . 1 -&amp;gt; Camera Zones -&amp;gt; move camera&lt;br /&gt;
	Info0 -&amp;gt; X (camera coordinates)&lt;br /&gt;
	Info1 -&amp;gt; Y (camera coordinates)&lt;br /&gt;
	Info2 -&amp;gt; Z (camera coordinates)&lt;br /&gt;
&lt;br /&gt;
 . 2 -&amp;gt; Sceneric Zones -&amp;gt; set zone variable (for life scripts)&lt;br /&gt;
	Info0 -&amp;gt; Zone id &lt;br /&gt;
&lt;br /&gt;
 . 3 -&amp;gt; Grid Zones -&amp;gt; clip the cube (like when the background is cut in the library)&lt;br /&gt;
	Info0 -&amp;gt; Cube index ( grid index: 120 (total scenes) + cube index )&lt;br /&gt;
&lt;br /&gt;
 . 4 -&amp;gt; Object Zones -&amp;gt; find something like coins, life, ...&lt;br /&gt;
	Info1 -&amp;gt; Bonus Paramenter &lt;br /&gt;
	Info2 -&amp;gt; Bonus Amount&lt;br /&gt;
	Snap -&amp;gt; Used in game to know if the bonus was already used. (0 -&amp;gt; Not used, 1-&amp;gt; Used)&lt;br /&gt;
&lt;br /&gt;
 . 5 -&amp;gt; Text Zones -&amp;gt; show a text (when reading sign)&lt;br /&gt;
	Info0 -&amp;gt; Text index in the current Text Bank&lt;br /&gt;
	Info1 -&amp;gt; Text Color (same as Talk Color) &lt;br /&gt;
&lt;br /&gt;
 . 6 -&amp;gt; Ladder Zones&lt;br /&gt;
	-&lt;br /&gt;
&lt;br /&gt;
------------------&lt;br /&gt;
- [ Static flag ]:&lt;br /&gt;
------------------&lt;br /&gt;
&lt;br /&gt;
 . staticValue &amp;amp; 0x1 -&amp;gt; Compute collision with objects&lt;br /&gt;
 . staticValue &amp;amp; 0x2 -&amp;gt; Compute collision with bricks&lt;br /&gt;
 . staticValue &amp;amp; 0x4 -&amp;gt; Is zonable (the actor is subjects to zone)&lt;br /&gt;
 . staticValue &amp;amp; 0x8 -&amp;gt; Uses clipping (the sprite will be drawn cut)&lt;br /&gt;
 . staticValue &amp;amp; 0x10 -&amp;gt; Can be pushed&lt;br /&gt;
 . staticValue &amp;amp; 0x20 -&amp;gt; Is dead&lt;br /&gt;
 . staticValue &amp;amp; 0x40 -&amp;gt; Can drown&lt;br /&gt;
 . staticValue &amp;amp; 0x80 -&amp;gt; ???&lt;br /&gt;
 . staticValue &amp;amp; 0x100 -&amp;gt; ???&lt;br /&gt;
 . staticValue &amp;amp; 0x200 -&amp;gt; Hidden&lt;br /&gt;
 . staticValue &amp;amp; 0x400 -&amp;gt; Is sprite actor&lt;br /&gt;
 . staticValue &amp;amp; 0x800 -&amp;gt; Can Fall&lt;br /&gt;
 . staticValue &amp;amp; 0x1000 -&amp;gt; Doesn&#039;t cast shadow&lt;br /&gt;
 . staticValue &amp;amp; 0x2000 -&amp;gt; Is backgrounded&lt;br /&gt;
 . staticValue &amp;amp; 0x4000 -&amp;gt; Can move&lt;br /&gt;
 . staticValue &amp;amp; 0x8000 -&amp;gt; Use Mini ZV (Zone Volumique - volume occuped by the model) (option used by sprites I guess, since all models have an ZV).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
- [ Move Script Macros ]:&lt;br /&gt;
-------------------------&lt;br /&gt;
&lt;br /&gt;
[ data type ] - you need to specify one parameter for that operation.&lt;br /&gt;
**[ data type ] - various parameters to specify for that operation.&lt;br /&gt;
&lt;br /&gt;
Each macro name specify one byte in the script.&lt;br /&gt;
&lt;br /&gt;
 _____________________________________________________&lt;br /&gt;
|                                                     |&lt;br /&gt;
| Opcode:	Command Name          -&amp;gt; Description  |&lt;br /&gt;
|_____________________________________________________|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
00:	END					-&amp;gt; End of Actor Move Script&lt;br /&gt;
01:	NOP					-&amp;gt; No Operation&lt;br /&gt;
02:	BODY [ byte ]				-&amp;gt; Choose new body for the current actor (Parameter = File3D Body Instance)&lt;br /&gt;
03:	ANIM [ byte ]				-&amp;gt; Choose new animation for the current actor (Parameter = File3D Animation Instance)&lt;br /&gt;
04:	GOTO_POINT [ byte ]			-&amp;gt; Tell the actor to go to a new position (Parameter = Track Index)&lt;br /&gt;
05:	WAIT_ANIM				-&amp;gt; Wait the end of the current animation&lt;br /&gt;
06:	LOOP					-&amp;gt; Loop a certain label.&lt;br /&gt;
07:	ANGLE [ s16 ]				-&amp;gt; Make the actor turn around&lt;br /&gt;
08:	POS_POINT [ byte ]			-&amp;gt; Set new postion for the current actor (Parameter = Track Index)&lt;br /&gt;
09:	LABEL [ byte ]				-&amp;gt; Specify a new label (Parameter = Label Number)&lt;br /&gt;
0A:	GOTO [ s16 ]				-&amp;gt; Go to a certain label (Parameter = Label Number)&lt;br /&gt;
0B:	STOP					-&amp;gt; Tell the actor to stop the current animation&lt;br /&gt;
0C:	GOTO_SYM_POINT [ byte ]			-&amp;gt; Tell the actor to go to a symbolic point&lt;br /&gt;
0D:	WAIT_NB_ANIM [ byte ] [ dummy ]		-&amp;gt; Wait a certain number of frame update in the current animation&lt;br /&gt;
0E:	SAMPLE [ s16 ]				-&amp;gt; Play a sample (Parameter = Sample index)&lt;br /&gt;
0F:	GOTO_POINT_3D [ byte ]			-&amp;gt; Tell the actor to go to a new position (Parameter = Track Index)&lt;br /&gt;
10:	SPEED [ s16 ]				-&amp;gt; Specify a new rotation speed for the current actor (Parameter = Rotation speed) [ 0 means fast, 32767 means slow ]&lt;br /&gt;
11:	BACKGROUND [ byte ]			-&amp;gt; Set actor as background (Parameter = 1 (true); = 0 (false))&lt;br /&gt;
12:	WAIT_NB_SECOND [ byte ] [s32 dummy]	-&amp;gt; Number os seconds to wait.&lt;br /&gt;
13:	NO_BODY					-&amp;gt; To not use Bodies.&lt;br /&gt;
14:	BETA [ s16 ]				-&amp;gt; Change actor orientation. (Parameter = New Angle)&lt;br /&gt;
15:	OPEN_LEFT [ s16 ]			-&amp;gt; Open the door (left way) (Parameter = distance to open).&lt;br /&gt;
16:	OPEN_RIGHT [ s16 ]			-&amp;gt; Open the door (right way) (Parameter = distance to open).&lt;br /&gt;
17:	OPEN_UP [ s16 ]				-&amp;gt; Open the door (up way) (Parameter = distance to open).&lt;br /&gt;
18:	OPEN_DOWN [ s16 ]			-&amp;gt; Open the door (down way) (Parameter = distance to open).&lt;br /&gt;
19:	CLOSE					-&amp;gt; Close the door.&lt;br /&gt;
1A:	WAIT_DOOR				-&amp;gt; Wait till door close.&lt;br /&gt;
1B:	SAMPLE_RND [ s16 ]			-&amp;gt; Generate a random sample.&lt;br /&gt;
1C:	SAMPLE_ALWAYS [ s16 ]			-&amp;gt; Play always the sample (Parameter = Sample index)&lt;br /&gt;
1D:	SAMPLE_STOP [ s16 ]			-&amp;gt; Stop playing the sample&lt;br /&gt;
1E:	PLAY_FLA [ string ]			-&amp;gt; Play FLA cutscenes (Parameter = Cutscene Name)&lt;br /&gt;
1F:	REPEAT_SAMPLE [ s16 ]			-&amp;gt; Repeat sample (Parameter = Sample index).&lt;br /&gt;
20:	SIMPLE_SAMPLE [ s16 ]			-&amp;gt; Play a sample (Parameter = Sample index)&lt;br /&gt;
21:	FACE_TWINKEL [ s16 dummy ]		-&amp;gt; The actor rotate to Twinsen direction (Parameter = -1 (near); = 0 (far))&lt;br /&gt;
22:	ANGLE_RND [ s16 ] [ s16 ]		-&amp;gt; Generate an random angle for the current actor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
- [ Life Script Macros ]:&lt;br /&gt;
-------------------------&lt;br /&gt;
&lt;br /&gt;
[ data type ] - you need to specify one parameter for that operation.&lt;br /&gt;
**[ data type ] - various parameters to specify for that operation.&lt;br /&gt;
&lt;br /&gt;
Each macro name specify one byte in the script.&lt;br /&gt;
&lt;br /&gt;
 _____________________________________________________&lt;br /&gt;
|                                                     |&lt;br /&gt;
| Opcode:	Command Name          -&amp;gt; Description  |&lt;br /&gt;
|_____________________________________________________|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
00:	END					-&amp;gt; End of Actor Life Script&lt;br /&gt;
01:	NOP					-&amp;gt; No Operation&lt;br /&gt;
02:	SNIF *					-&amp;gt; To execute a switch no if. It&#039;s used to toggle the switch.&lt;br /&gt;
03:	OFFSET [ s16 ]				-&amp;gt; To jump to another offset in the current script. (Parameter = Offset)&lt;br /&gt;
04:	NEVERIF	*				-&amp;gt; Will never execute that condition.&lt;br /&gt;
05:						-&amp;gt; unused&lt;br /&gt;
06:	NO_IF *					-&amp;gt; Will not execute the condition.&lt;br /&gt;
07:						-&amp;gt; unused&lt;br /&gt;
08:						-&amp;gt; unused&lt;br /&gt;
09:						-&amp;gt; unused&lt;br /&gt;
0A:	LABEL [ byte ]				-&amp;gt; Specify a new label (Parameter = script offset)&lt;br /&gt;
0B:	RETURN					-&amp;gt; To stop running the current script&lt;br /&gt;
0C:	IF *					-&amp;gt; Do a certain statement according the condition.&lt;br /&gt;
0D:	SWIF *					-&amp;gt; To execute a switch if.&lt;br /&gt;
0E:	ONEIF *					-&amp;gt; Will only execute that condition one time.&lt;br /&gt;
0F:	ELSE *					-&amp;gt; Else statement for an IF condition.&lt;br /&gt;
10:	ENDIF					-&amp;gt; End of a conditional statement (e.g. IF)&lt;br /&gt;
11:	BODY [ byte ]				-&amp;gt; Choose new body for the current actor (Parameter = File3D Body Instance)&lt;br /&gt;
12:	BODY_OBJ [ byte ] [ byte ]		-&amp;gt; Choose new body for the actor passed as parameter (Parameter = Actor Index, Parameter = File3D Body Instance)&lt;br /&gt;
13:	ANIM [ byte ]				-&amp;gt; Choose new animation for the current actor (Parameter = File3D Animation Instance)&lt;br /&gt;
14:	ANIM_OBJ [ byte ] [ byte ]		-&amp;gt; Choose new animation for the actor passed as parameter (Parameter = Actor Index, Parameter = File3D Animation Instance)&lt;br /&gt;
15:	SET_LIFE [ s16 ]			-&amp;gt; Same as SET_COMPORTAMENT&lt;br /&gt;
16:	SET_LIFE_OBJ [ byte ] [ s16 ]		-&amp;gt; Same as SET_COMPORTAMENT_OBJ&lt;br /&gt;
17:	SET_TRACK [ s16 ]			-&amp;gt; Set a new track for the current actor. (Parameter = Track offset)&lt;br /&gt;
18:	SET_TRACK_OBJ [ byte ] [ s16 ]		-&amp;gt; Set a new track for tha actor passed as parameter (Parameter = Actor Index, Parameter = Track offset)&lt;br /&gt;
19:	MESSAGE	[ s16 ]				-&amp;gt; Choose a message to display. (Parameter = Text Index in the current Text Bank)&lt;br /&gt;
1A:	FALLABLE [ byte ]			-&amp;gt; To set the current actor static flag fallable. (Parameter = value &amp;amp; 1)&lt;br /&gt;
1B:	SET_DIR	[ byte ] [ byte ]		-&amp;gt; To set direction for current actor.&lt;br /&gt;
1C:	SET_DIR_OBJ [ byte ] [ byte ] [ byte ]	-&amp;gt; To set direction&lt;br /&gt;
1D:	CAM_FOLLOW [ byte ]			-&amp;gt; Camara follow the actor (Parameter = Actor to Follow)&lt;br /&gt;
1E:	COMPORTEMENT_HERO [ byte ]		-&amp;gt; Set a new behavior for Twinsen (Paramenter = Behavior Index)&lt;br /&gt;
1F:	SET_FLAG_CUBE [ byte ] [ byte ]		-&amp;gt; Set a new value for the cube flag (Paramter = Cube Flag Index, Parameter = Value)&lt;br /&gt;
20:	COMPORTEMENT [ byte ]			-&amp;gt; Set a new behaviour for the current actor. (Paramter = Comportament number)&lt;br /&gt;
21:	SET_COMPORTEMENT [ s16 ]		-&amp;gt; Set a new comportament for the current actor. (Parameter = Comportament Offset)&lt;br /&gt;
22:	SET_COMPORTEMENT_OBJ [ byte ] [ s16 ]	-&amp;gt; Set a new comportament for the actor passed as parameter. (Paramter = Actor Index, Parameter = Comportament Offset)&lt;br /&gt;
23:	END_COMPORTEMENT 			-&amp;gt; End of comportament.&lt;br /&gt;
24:	SET_FLAG_GAME [ byte ] [ byte ]		-&amp;gt; Set a new value for the game flag (Paramter = Game Flag Index, Parameter = Value)&lt;br /&gt;
25:	KILL_OBJ [ byte ]			-&amp;gt; Kill the actor passed as paramenter (Parameter = Actor Index)&lt;br /&gt;
26:	SUICIDE					-&amp;gt; Kill the current actor&lt;br /&gt;
27:	USE_ONE_LITTLE_KEY			-&amp;gt; Use one key collected in the behaviors menu.&lt;br /&gt;
28:	GIVE_GOLD_PIECES [ s16 ]		-&amp;gt; To give money. (Paramenter = Cost)&lt;br /&gt;
29:	END_LIFE				-&amp;gt; The game will not play the current actor script anymore&lt;br /&gt;
2A:	STOP_L_TRACK				-&amp;gt; The current actor will stop doing the track.&lt;br /&gt;
2B:	RESTORE_L_TRACK				-&amp;gt; The current actor will resume the tracked started before.&lt;br /&gt;
2C:	MESSAGE_OBJ [ byte ] [ s16 ]		-&amp;gt; The actor passed as parameter will say that massage (Parameter = Actor Index, Parameter = Text Index in the current Text Bank)&lt;br /&gt;
2D:	INC_CHAPTER				-&amp;gt; To increment the current chapter value&lt;br /&gt;
2E:	FOUND_OBJECT [ byte ]			-&amp;gt; Found an object. (Parameter = Object Index)&lt;br /&gt;
2F:	SET_DOOR_LEFT [ s16 ]			-&amp;gt; Set a new value to open the door (left way) (Parameter = distance to open).&lt;br /&gt;
30:	SET_DOOR_RIGHT [ s16 ]			-&amp;gt; Set a new value to open the door (right way) (Parameter = distance to open).&lt;br /&gt;
31:	SET_DOOR_UP [ s16 ]			-&amp;gt; Set a new value to open the door (up way) (Parameter = distance to open).&lt;br /&gt;
32:	SET_DOOR_DOWN [ s16 ]			-&amp;gt; Set a new value to open the door (down way) (Parameter = distance to open).&lt;br /&gt;
33:	GIVE_BONUS [ byte ]			-&amp;gt; Give actor bonus. (Parameter = 0 (Don&#039;t change the actor bonus), &amp;gt; 0 (Change to another bonus))&lt;br /&gt;
34:	CHANGE_CUBE [ byte ]			-&amp;gt; Change to another room. (Parameter = Scene Index)&lt;br /&gt;
35:	OBJ_COL	[ byte ]			-&amp;gt; To set the current actor to collid with objects. (Parameter = 1(True) = other values(False))&lt;br /&gt;
36:	BRICK_COL [ byte ]			-&amp;gt; To set the current actor to collid with bricks. (Parameter = 1(True), = 2(True and the actor is dead), = other values(False))&lt;br /&gt;
37:	OR_IF *					-&amp;gt; To use various conditions for the same IF statement. (Use above an IF condition)&lt;br /&gt;
38:	INVISIBLE [ byte ]			-&amp;gt; Put an actor invisible (Parameter = 1(True), = 0(False))&lt;br /&gt;
39:	ZOOM [ byte ]				-&amp;gt; Camara zoom in and zoom out. (Parameter = 1(in) = 0(out))&lt;br /&gt;
3A:	POS_POINT [ byte ] 			-&amp;gt; Set new postion for the current actor (Parameter = Track Index)&lt;br /&gt;
3B:	SET_MAGIC_LEVEL	[ byte ]		-&amp;gt; To set the magic level. (Paramater = Magic Level)&lt;br /&gt;
3C:	SUB_MAGIC_POINT	[ byte ]		-&amp;gt; Substract the magic points. (Parameter = Points Value)&lt;br /&gt;
3D:	SET_LIFE_POINT_OBJ [ byte ] [ byte ]	-&amp;gt; Set new a life point. (Parameter = Actor Index, Parameter = Points Value)&lt;br /&gt;
3E:	SUB_LIFE_POINT_OBJ [ byte ] [ byte ]	-&amp;gt; Substract the life points. (Parameter = Actor Index, Parameter = Points Value)&lt;br /&gt;
3F:	HIT_OBJ	[ byte ]			-&amp;gt; Hit an actor. (Parameter = Actor Index)&lt;br /&gt;
40:	PLAY_FLA [ string ]			-&amp;gt; Play FLA cutscenes (Parameter = Cutscene Name)&lt;br /&gt;
41:	PLAY_MIDI [ byte ]			-&amp;gt; Play Midis (Parameter = Midis Index)&lt;br /&gt;
42:	INC_CLOVER_BOX				-&amp;gt; To increment the clover box current value.&lt;br /&gt;
43:	SET_USED_INVENTORY [ byte ]		-&amp;gt; To set an inventory object as used (Parameter = Object Index)&lt;br /&gt;
44:	ADD_CHOICE [ s16 ]			-&amp;gt; Add an option for the asked choice . (Parameter = Text Index in the current Text Bank)&lt;br /&gt;
45:	ASK_CHOICE [ s16 ]			-&amp;gt; The current actor will ask something (parameter) with choices to choose. (Parameter = Text Index in the current Text Bank)&lt;br /&gt;
46:	BIG_MESSAGE [ s16 ]			-&amp;gt; Show text in full screen. (Parameter = Text Index in the current Text Bank)&lt;br /&gt;
47:	INIT_PINGOUIN [ byte ]			-&amp;gt; To initiate the hidden meca-pingouin in the current scene. (Parameter = Actor Index)&lt;br /&gt;
48:	SET_HOLO_POS [ byte ]			-&amp;gt; To set an holomap position. (Parameter = Holomap/Scene Index)&lt;br /&gt;
49:	CLR_HOLO_POS [ byte ]			-&amp;gt; To clear an holomap position. (Parameter = Holomap/Scene Index)&lt;br /&gt;
4A:	ADD_FUEL [ byte ]			-&amp;gt; Add to the current fuel value the passed parameter. (Parameter = Fuel Amount)&lt;br /&gt;
4B:	SUB_FUEL [ byte ]			-&amp;gt; Substract the to fuel value the value passed as parameter. (Parameter = Fuel Amount)&lt;br /&gt;
4C:	SET_GRM [ byte ]			-&amp;gt; To set a GRID disappearing ceiling piece (Parameter = Disappearing ceiling piece Index)&lt;br /&gt;
4D:	SAY_MESSAGE [ s16 ]			-&amp;gt; The current actor will say the message passed as paramenter. (Parameter = Actor Index)&lt;br /&gt;
4E:	SAY_MESSAGE_OBJ [ byte ] [ s16 ]	-&amp;gt; The actor passed as parameter will say the message passed as paramenter. (Parameter = Actor Index, Parameter = Text Index in the current Text Bank)&lt;br /&gt;
4F:	FULL_POINT				-&amp;gt; Set Twinsen life point as full.&lt;br /&gt;
50:	BETA [ s16 ]				-&amp;gt; Change actor orientation. (Parameter = New Angle)&lt;br /&gt;
51:	GRM_OFF					-&amp;gt; To unset the GRID disappearing ceiling piece.&lt;br /&gt;
52:	FADE_PAL_RED				-&amp;gt; Fade palette to red&lt;br /&gt;
53:	FADE_ALARM_RED				-&amp;gt; Fade alarm to red&lt;br /&gt;
54:	FADE_ALARM_PAL				-&amp;gt; Fade alarm to palette&lt;br /&gt;
55:	FADE_RED_PAL				-&amp;gt; Fade red to palette&lt;br /&gt;
56:	FADE_RED_ALARM				-&amp;gt; Fade red to alarm&lt;br /&gt;
57:	FADE_PAL_ALARM				-&amp;gt; Fade palette to alarm&lt;br /&gt;
58:	EXPLODE_OBJ [ byte ]			-&amp;gt; Explode an object. (Parameter = Object Index)&lt;br /&gt;
59:	BULLE_ON 				-&amp;gt; Turn On &amp;quot;tool tips&amp;quot; while actors talk.&lt;br /&gt;
5A:	BULLE_OFF				-&amp;gt; Turn Off &amp;quot;tool tips&amp;quot; while actors talk.&lt;br /&gt;
5B:	ASK_CHOICE_OBJ [ byte ] [ s16 ]		-&amp;gt; The actor will ask something with choices to choose. (Parameter = Actor Index, Parameter = Text Index in the current Text Bank)&lt;br /&gt;
5C:	SET_DARK_PAL				-&amp;gt; Set a dark palette.&lt;br /&gt;
5D:	SET_NORMAL_PAL				-&amp;gt; Set main palette.&lt;br /&gt;
5E:	MESSAGE_SENDELL				-&amp;gt; Show Sendell message.&lt;br /&gt;
5F:	ANIM_SET [ byte ]			-&amp;gt; Set new animation for the current actor (Parameter = Animation Index)&lt;br /&gt;
60:	HOLOMAP_TRAJ [ byte ]			-&amp;gt; Choose a new holomap trajectory. (Parameter = Trajectory)&lt;br /&gt;
61:	GAME_OVER				-&amp;gt; Game over.&lt;br /&gt;
62:	THE_END					-&amp;gt; End of the game.&lt;br /&gt;
63:	MIDI_OFF				-&amp;gt; Stop the current played Midi.&lt;br /&gt;
64:	PLAY_CD_TRACK [byte]			-&amp;gt; Play a CD Track (Paramenter = CD Track).&lt;br /&gt;
65:	PROJ_ISO				-&amp;gt; Set Isometric Projections&lt;br /&gt;
66:	PROJ_3D					-&amp;gt; Set 3D Projections&lt;br /&gt;
67:	TEXT [s16]				-&amp;gt; Only display the text. (e.g. like in the credit list) (Parameter = Text Index in the current Text Bank)&lt;br /&gt;
68:	CLEAR_TEXT				-&amp;gt; Clear displayed text in the screen.&lt;br /&gt;
69:	BRUTAL_EXIT				-&amp;gt; Exit the script execution.&lt;br /&gt;
&lt;br /&gt;
The above macros that have the * mark use the further conditions.&lt;br /&gt;
Also all that macros have offset values at the end of the line to point to the next condition or block code for binary scenes.&lt;br /&gt;
This doens&#039;t happen for text scenes.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example to undertand that better:&lt;br /&gt;
&lt;br /&gt;
[#### Move script ####]&lt;br /&gt;
&lt;br /&gt;
00: LABEL 0&lt;br /&gt;
02: ANIM 11&lt;br /&gt;
04: WAIT_ANIM&lt;br /&gt;
05: ANIM 0&lt;br /&gt;
07: LABEL 100&lt;br /&gt;
09: STOP&lt;br /&gt;
0A: END&lt;br /&gt;
&lt;br /&gt;
[#### Life script ####]&lt;br /&gt;
&lt;br /&gt;
 - For Binary Scenes:&lt;br /&gt;
&lt;br /&gt;
00: SWIF ACTION == 1 29&lt;br /&gt;
06: IF ZONE == 0 18&lt;br /&gt;
12: SET_DIR 0&lt;br /&gt;
14: SET_TRACK 7&lt;br /&gt;
17: SET_COMPORTEMENT 35&lt;br /&gt;
20: IF FLAG_GAME 145 == 1 25&lt;br /&gt;
27: SUICIDE&lt;br /&gt;
28: ELSE 29&lt;br /&gt;
31: SET_COMPORTEMENT 35&lt;br /&gt;
34: END_COMPORTEMENT&lt;br /&gt;
35: SWIF L_TRACK &amp;lt; 100 45&lt;br /&gt;
41: GIVE_BONUS 0&lt;br /&gt;
43: IF L_TRACK == 0 55&lt;br /&gt;
49: SET_FLAG_GAME 145 1&lt;br /&gt;
52: SUICIDE&lt;br /&gt;
53: END_COMPORTEMENT&lt;br /&gt;
54: END&lt;br /&gt;
&lt;br /&gt;
 - For Text Scenes:&lt;br /&gt;
&lt;br /&gt;
COMPORTEMENT 0&lt;br /&gt;
  SWIF ACTION == 1&lt;br /&gt;
    IF ZONE == 0&lt;br /&gt;
      SET_DIR 0&lt;br /&gt;
      SET_TRACK 100&lt;br /&gt;
      SET_COMPORTEMENT 1&lt;br /&gt;
    ENDIF&lt;br /&gt;
    IF FLAG_GAME 145 == 1&lt;br /&gt;
      SUICIDE&lt;br /&gt;
    ELSE&lt;br /&gt;
      SET_COMPORTEMENT 1&lt;br /&gt;
    ENDIF&lt;br /&gt;
  ENDIF&lt;br /&gt;
END_COMPORTEMENT&lt;br /&gt;
COMPORTEMENT 1&lt;br /&gt;
  SWIF L_TRACK &amp;lt; 100&lt;br /&gt;
    GIVE_BONUS 0&lt;br /&gt;
  ENDIF&lt;br /&gt;
  IF L_TRACK == 0&lt;br /&gt;
    SET_FLAG_GAME 145 1&lt;br /&gt;
    SUICIDE&lt;br /&gt;
  ENDIF&lt;br /&gt;
END_COMPORTEMENT&lt;br /&gt;
END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 - [ Conditions ]:&lt;br /&gt;
&lt;br /&gt;
 _____________________________________________________&lt;br /&gt;
|                                                     |&lt;br /&gt;
|Opcode|        Operation Name         | Description  |&lt;br /&gt;
|_____________________________________________________|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
00:     COL operator [byte]			-&amp;gt; Current actor collision with another actor. (Parameter = Actor Index)&lt;br /&gt;
01:     COL_OBJ [byte] operator [byte]		-&amp;gt; Actor collision with the actor passed as parameter. (Parameter = Actor Index, Parameter = Actor Index)&lt;br /&gt;
02:     DISTANCE [byte] operator [s16]		-&amp;gt; Distance between the current actor and the actor passed as parameter. (Parameter = Actor Index, Parameter = Distance between)&lt;br /&gt;
03:     ZONE operator [byte]			-&amp;gt; Current actor tread on zone passed as parameter. (Parameter = Zone Index)&lt;br /&gt;
04:     ZONE_OBJ [byte] operator [byte]		-&amp;gt; The actor passed as parameter will tread on zone passed as parameter. (Parameter = Actor Index, Parameter = Zone Index)&lt;br /&gt;
05:     BODY operator [byte]			-&amp;gt; Body of the current actor. (Parameter = Body Index)&lt;br /&gt;
06:     BODY_OBJ [byte] operator [byte]		-&amp;gt; Body of the actor passed as parameter. (Parameter = Body Index)&lt;br /&gt;
07:     ANIM operator [byte]			-&amp;gt; Body Animation of the current actor. (Parameter = Animation Index)&lt;br /&gt;
08:     ANIM_OBJ [byte] operator [byte]		-&amp;gt; Body Animation of the actor passed as parameter. (Parameter = Animation Index)&lt;br /&gt;
09:     L_TRACK operator [byte]			-&amp;gt; Current actor track. (Parameter = Track Index)&lt;br /&gt;
0A:     L_TRACK_OBJ [byte] operator [byte]	-&amp;gt; Track of the actor passed as parameter. (Parameter = Track Index)&lt;br /&gt;
0B:     FLAG_CUBE [byte] operator [byte]	-&amp;gt; Game Cube Flags. (Parameter = Cube Flag Index, Parameter = 0 (not set), = 1 (set))&lt;br /&gt;
0C:     CONE_VIEW [byte] operator [s16]		-&amp;gt; The actor passed as parameter have a &amp;quot;vision in circle&amp;quot;. (Parameter = Actor Index, Parameter = Distance)&lt;br /&gt;
0D:     HIT_BY operator [byte]			-&amp;gt; Current actor hited by the actor passed as parameter. (Parameter = Actor Index)&lt;br /&gt;
0E:     ACTION operator [byte]			-&amp;gt; Hero action behavior. (Parameter = Behaviour Index)&lt;br /&gt;
0F:     FLAG_GAME [byte] operator [byte]	-&amp;gt; Game Flags (See further list). (Parameter = Flag Index, Parameter = 0 (not set), = 1 (set))&lt;br /&gt;
10:     LIFE_POINT operator [byte]		-&amp;gt; Current actor life points. (Parameter = Life points)&lt;br /&gt;
11:     LIFE_POINT_OBJ [byte] operator [byte]	-&amp;gt; Life points of the current actor passed as parameter. (Parameter = Life points)&lt;br /&gt;
12:     NB_LITTLE_KEYS operator [byte]		-&amp;gt; Number of keys. (Parameter = Number of keys)&lt;br /&gt;
13:     NB_GOLD_PIECES operator [s16]		-&amp;gt; Coins/Gold Amount. (Parameter = Coins/Gold amount)&lt;br /&gt;
14:     COMPORTEMENT_HERO operator [byte]	-&amp;gt; Hero behaviour. (Parameter = Behaviour Index)&lt;br /&gt;
15:     CHAPTER operator [byte]			-&amp;gt; Story Chapters. (Parameter = Chapter Index)&lt;br /&gt;
16:     DISTANCE_3D [byte] operator [s16]	-&amp;gt; Distance between the actor passed as parameter and the current actor. (Parameter = Actor Index, Parameter = Distance)&lt;br /&gt;
17:						-&amp;gt; unused&lt;br /&gt;
18:						-&amp;gt; unused&lt;br /&gt;
19:     USE_INVENTORY [byte] operator [byte]	-&amp;gt; Use inventory object. (Parameter = Object Index in the inventory, Paramenter = 0 (Not in Inventory), = 1 (In the Inventory))&lt;br /&gt;
1A:     CHOICE operator [s16]			-&amp;gt; Menu choice. (Parameter = Text Index in the current Text Bank)&lt;br /&gt;
1B:     FUEL operator [byte]			-&amp;gt; Amount of fuel gas the Hero have in his inventory. (Parameter = Gas amount)&lt;br /&gt;
1C:     CARRY_BY operator [byte]		-&amp;gt; The current is carried by the actor passed as paramenter. (Parameter = Actor Index)&lt;br /&gt;
1D:     CDROM operator [byte]			-&amp;gt; CDROM audio tracks. (Parameter = Audio Tracks Index)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 - [ Operators ]:&lt;br /&gt;
&lt;br /&gt;
00:	==	-&amp;gt; Equal to&lt;br /&gt;
01:	&amp;gt;	-&amp;gt; Greater Than&lt;br /&gt;
02:	&amp;lt;	-&amp;gt; Less Than&lt;br /&gt;
03:	&amp;gt;=	-&amp;gt; Greater Than Or Equal To&lt;br /&gt;
04:	&amp;lt;=	-&amp;gt; Less Than Or Equal To&lt;br /&gt;
05:	!=	-&amp;gt; Not equal to&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ SPECIAL THANKS ] ---------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Vicent Hamm [yaz0r] for explain me the scene format and for put up with me ;)&lt;br /&gt;
Also for all people involved with the LBA Info Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ Completements for Scripting ] --------------------------------------------&lt;br /&gt;
&lt;br /&gt;
The next resources are from LBA1, anyway if you deserve to change it for a new game using the LBA1 engine you&lt;br /&gt;
can do it without problems. &lt;br /&gt;
This is just to remind that the next resources are needed to know coding the story.&lt;br /&gt;
Some of the resource aren&#039;t complete, due to incomplite description in the LBA Info Project resources.&lt;br /&gt;
&lt;br /&gt;
Note that the values are in decimal.&lt;br /&gt;
&lt;br /&gt;
-----------------&lt;br /&gt;
- [ Game Flags ]:&lt;br /&gt;
-----------------&lt;br /&gt;
	Inventory:&lt;br /&gt;
		\_ 0 - Not in Inventory&lt;br /&gt;
		|_ 1 - In the Inventory&lt;br /&gt;
&lt;br /&gt;
000:	Holomap&lt;br /&gt;
001:	Magic ball&lt;br /&gt;
002:	FunFrock&#039;s saber&lt;br /&gt;
003:	Gawleys horn&lt;br /&gt;
004:	Tunic&lt;br /&gt;
005:	Book of Bù&lt;br /&gt;
006:	Sendels&#039;s medallion&lt;br /&gt;
007:	Flask of clear water&lt;br /&gt;
008:	Red card&lt;br /&gt;
009:	Blue card&lt;br /&gt;
010:	ID card&lt;br /&gt;
011:	Mr. Mies&#039; pass&lt;br /&gt;
012:	Proto-Pack&lt;br /&gt;
013:	Snowboard&lt;br /&gt;
014:	Meca Penguin&lt;br /&gt;
015:	Gas&lt;br /&gt;
016:	Pirate flag&lt;br /&gt;
017:	Magic flute&lt;br /&gt;
018:	Space guitar&lt;br /&gt;
019:	Hair dryer&lt;br /&gt;
020:	Ancesteral key&lt;br /&gt;
021:	Bottle of sirup&lt;br /&gt;
022:	Empty bottle&lt;br /&gt;
023:	Ferry ticket&lt;br /&gt;
024:	Keypad&lt;br /&gt;
025:	Coffee can&lt;br /&gt;
026:	Bonuses list&lt;br /&gt;
027:	Clover leaf&lt;br /&gt;
&lt;br /&gt;
	Quests:&lt;br /&gt;
		\_ 0 - Not maded&lt;br /&gt;
		|_ 1 - Already maded&lt;br /&gt;
&lt;br /&gt;
028:	Quest 1 = Met the cousin of the locksmith&lt;br /&gt;
029:	Quest 2 = Twinsen&#039;s house destroyed&lt;br /&gt;
030:	Quest 3 = Opened funfrocks safe&lt;br /&gt;
031:	Quest 4 = Placed statue in the first scene of Bu&lt;br /&gt;
032:	Quest 5 = Lock smith not home&lt;br /&gt;
033:	Quest 6 = Found clover bosx in the bar&lt;br /&gt;
034:	Quest 7 = Got kashes from astromoners chest&lt;br /&gt;
035:	Quest 8 = Escaped through cimney&lt;br /&gt;
036:	Quest 9 = Found 25 kashes in the chest near the citadel&lt;br /&gt;
037:	Quest 10 = Cleaned water tower water&lt;br /&gt;
038:	Quest 11 = Read the book of the prophecy&lt;br /&gt;
039:	Quest 12 = Aranged crates&lt;br /&gt;
040:	Quest 13 = Telepods destroyed&lt;br /&gt;
041:	Quest 14 = Turned on the museum alarm&lt;br /&gt;
042:	Quest 15 = Gave book to old guy&lt;br /&gt;
043:	Quest 16 = Password for the marked stone&lt;br /&gt;
044:	Quest 17 = Password for the eclypse stone&lt;br /&gt;
045:	Quest 18 = Freed the marked stone&lt;br /&gt;
046:	Quest 19 = Freed the marked stone&lt;br /&gt;
047:	Quest 20 = Reopened the bar&lt;br /&gt;
048:	Quest 21 = ?? found beech side entrance to cave -&amp;gt; 48: !-Twinkel Loin:OK&lt;br /&gt;
049:	Quest 22 = Placed statue in first level of Bu&lt;br /&gt;
050:	Quest 23 = ?? -&amp;gt; 50: 3-Amphore1 BU2&lt;br /&gt;
051:	Quest 24 = Broke seal to the marked stone&lt;br /&gt;
052:	Quest 25 = Access to the secret document section of the library, ?? get&#039;s zero&#039;ed on port beluga after quest 11&lt;br /&gt;
053:	Quest 26 = Talked to forger&lt;br /&gt;
054:	Quest 27 = Museum sewer entrance open&lt;br /&gt;
055:	Quest 28 = Tunnel in the rabbibunny village open&lt;br /&gt;
056:	Quest 29 = Broke seal in the white leaf desert&lt;br /&gt;
057:	Quest 30 = Found clover box on the island near peg leg street&lt;br /&gt;
058:	Quest 31 = museum has been robbed&lt;br /&gt;
059:	Quest 32 = Broke sendell seal in citadel island&lt;br /&gt;
060:	Quest 33 = Broke sendell seal in the old burg&lt;br /&gt;
061:	Quest 34 = Found cave beneath house&lt;br /&gt;
062:	Quest 35 = Killed pharmacist&lt;br /&gt;
063:	Quest 36 = Globbered a clone&lt;br /&gt;
064:	Quest 37 = Went through the secret passage to the lock smith&lt;br /&gt;
065:	Quest 38 = Went outside with locksmith&lt;br /&gt;
066:	Quest 39 = Opened gate to upper old burg&lt;br /&gt;
067:	Quest 40 = Spoke with the rebel leader&lt;br /&gt;
068:	Quest 41 = Bought the catamaran&lt;br /&gt;
069:	Quest 42 = Spoke to the rebel in the harbor bunker&lt;br /&gt;
070:	Quest 43 = Inventory disabled&lt;br /&gt;
071:	Quest 44 = Destroyed the radar on the hamalayi&lt;br /&gt;
072:	Quest 45 = First hamalayi scene with the rebel (zeroed on 46)&lt;br /&gt;
073:	Quest 46 = Second hamalayi scene with the rebel (zeroed in the next scene)&lt;br /&gt;
074:	Quest 47 = Third hamalayi scene with the rebel (zeroed in the next scene)&lt;br /&gt;
075:	Quest 48 = New rebel&lt;br /&gt;
076:	Quest 49 = Sacret carrot being opened, zeroed after 68&lt;br /&gt;
077:	Quest 50 = Tank in fort on the Hamalayi&lt;br /&gt;
078:	Quest 51 = Tank in the hamalayi taken&lt;br /&gt;
079:	Quest 52 = Destroyed the mutant eggs&lt;br /&gt;
080:	Quest 53 = Opened door in the mutant factory (middle)&lt;br /&gt;
081:	Quest 54 = Opened door in the mutant factory (lower)&lt;br /&gt;
082:	Quest 55 = Talked with chatter lady on the old burg (Julia)&lt;br /&gt;
083:	Quest 56 = ?? something with clear water -&amp;gt; 83: ?-eau claire verse&lt;br /&gt;
084:	Quest 57 = Sailor wants a drink&lt;br /&gt;
085:	Quest 58 = Took the jeep to the rabbibunny village&lt;br /&gt;
086:	Quest 59 = Received quest to retreive a hairdryer&lt;br /&gt;
087:	Quest 60 = Librarian complaint about the citys tap water&lt;br /&gt;
088:	Quest 61 = Freed the rebel leader&lt;br /&gt;
089:	Quest 62 = Arrived on the hamalayi with the rebels&lt;br /&gt;
090:	Quest 63 = Gave away the space guitar&lt;br /&gt;
091:	Quest 64 = Entrance to the secret passage to Dinofly open&lt;br /&gt;
092:	Quest 65 = Information about zoe from the sailor&lt;br /&gt;
093:	Quest 66 = Opened door with the hidden key in the secret passage to Dinofly&lt;br /&gt;
094:	Quest 67 = Took dinofly&lt;br /&gt;
095:	Quest 68 = Sacret carrot is open&lt;br /&gt;
096:	Quest 69 = Arrived in the middle of white leaf desert, got reset after you freed joe&lt;br /&gt;
097:	Quest 70 = Attached pirate flag to ship&lt;br /&gt;
098:	Quest 71 = ?? -&amp;gt; 8: 4-parl‚ au faussair&lt;br /&gt;
099:	Quest 72 = Info about LeBournes treasure&lt;br /&gt;
100:	Quest 73 = Temple of bu, 2nd scene, finished sub room #1&lt;br /&gt;
101:	Quest 74 = Temple of bu, 2nd scene, finished sub room #2&lt;br /&gt;
102:	Quest 75 = Temple of bu, 2nd scene, finished sub room #3&lt;br /&gt;
103:	Quest 76 = Got a ferry ticket&lt;br /&gt;
104:	Quest 77 = ?? -&amp;gt; 104: 2-archi a l1t‚rieur&lt;br /&gt;
105:	Quest 78 = Freed the rebel leader&lt;br /&gt;
106:	Quest 79 = Broke Sendell seal in secret cave &lt;br /&gt;
107:	Quest 80 = Killed the groboclone in the closed bar&lt;br /&gt;
108:	Quest 81 = ?? ski piste open -&amp;gt; 108: 9-Vanne pisc ouver&lt;br /&gt;
109:	Quest 82 = ?? -&amp;gt; 109: 9-Bette ftres tuee&lt;br /&gt;
110:	Quest 83 = Opened 1st gate&lt;br /&gt;
111:	Quest 84 = Placed statue in 3rd scene&lt;br /&gt;
112:	Quest 85 = ?? -&amp;gt; 112: 9-Porte zoe ouvert&lt;br /&gt;
113:	Quest 86 = Saved Joe the elf&lt;br /&gt;
114:	Quest 87 = ?? -&amp;gt; 114: 9-Sceau eclater&lt;br /&gt;
115:	Quest 88 = Saved the rabbibunny from the mutant&lt;br /&gt;
116:	Quest 89 = ?? -&amp;gt; 116: 10-FTRES d‚truite&lt;br /&gt;
117:	Quest 90 = Broke seal on Brundle Island&lt;br /&gt;
118:	Quest 91 = Saved Raymond the elf&lt;br /&gt;
119:	Quest 92 = Took hydroglyder&lt;br /&gt;
120:	Quest 93 = Opened the door in funky town&lt;br /&gt;
121:	Quest 94 = Opened lock on forgers house&lt;br /&gt;
122:	Quest 95 = ?? Used keypad -&amp;gt; 122: 9-DigiCode Pos‚&lt;br /&gt;
123:	Quest 96 = ?? -&amp;gt; 123: 11-Funfrok a parl‚&lt;br /&gt;
124:	Quest 97 = ?? -&amp;gt; 124: 9-Portail ouvert&lt;br /&gt;
125:	Quest 98 = ?? -&amp;gt; 125: 9-Infirmier tu‚&lt;br /&gt;
126:	Quest 99 = ?? -&amp;gt; 126: 9-LapiRouge tu‚&lt;br /&gt;
127:	Quest 100 = ?? -&amp;gt; 127: 9-Peintre dehors&lt;br /&gt;
128:	Quest 101 = ?? -&amp;gt; 128: 2-Lapi chez frŠre&lt;br /&gt;
129:	Quest 102 = ?? -&amp;gt; 129: 11-Sceau Sendell ok&lt;br /&gt;
130:	Quest 103 = ?? -&amp;gt; 130: 11-Rochers d‚truits&lt;br /&gt;
131:	Quest 104 = ?? -&amp;gt; 131: 2-Lapi lib‚r‚&lt;br /&gt;
132:	Quest 105 = Clover box in sewer citadel island&lt;br /&gt;
133:	Quest 106 = ?? -&amp;gt; 133: 11-Portail ouvert&lt;br /&gt;
134:	Quest 107 = ?? -&amp;gt; 134: 10-Lapi chef sorti&lt;br /&gt;
135:	Quest 108 = ?? -&amp;gt; 135: 10-Lapi a creus‚&lt;br /&gt;
136:	Quest 109 = ?? -&amp;gt; 136: 10-char&amp;amp;gardes tu‚s&lt;br /&gt;
137:	Quest 110 = ?? -&amp;gt; 137: 11-Funfrock tomb‚&lt;br /&gt;
138:	Quest 111 = Took the boat to the white leaf desert&lt;br /&gt;
139:	Quest 112 = ?? -&amp;gt; 139: 11-FunFrock tu‚&lt;br /&gt;
140:	Quest 113 = ?? -&amp;gt; 140: 6-Kroptman parti&lt;br /&gt;
141:	Quest 114 = Opened clear water lake&lt;br /&gt;
142:	Quest 115 = Spoke with the old man in thw white leaf desert&lt;br /&gt;
143:	Quest 116 = Information about LeBourne from sailor (to speak with the Old Brug shop keeper)&lt;br /&gt;
144:	Quest 117 = Activated secret grobo statue&lt;br /&gt;
145:	Quest 118 = Found 150 kashes in the secret area of the old burg&lt;br /&gt;
146:	Quest 119 = ?? -&amp;gt; 146: 11-Zoe a parl‚&lt;br /&gt;
147:	Quest 120 = Opened gate to the shuttle&lt;br /&gt;
148:	Quest 121 = ?? -&amp;gt; 148: Seb en a une petite&lt;br /&gt;
149:	Quest 122 = Found dinofly&lt;br /&gt;
150:	Quest 123 = ?? -&amp;gt; 150: verser o clair run1&lt;br /&gt;
151:	Quest 124 = ?? -&amp;gt; 151: verser o clair run2&lt;br /&gt;
152:	Quest 125 = Destroyed a mutant&lt;br /&gt;
153:	Quest 126 = Destroyed a mutant&lt;br /&gt;
154:	Quest 127 = Destroyed a mutant&lt;br /&gt;
155:	Quest 128 = Destroyed a mutant&lt;br /&gt;
156:	Quest 129 = ?? -&amp;gt; 156: 11-Zoe descendue&lt;br /&gt;
157:	Quest 130 = Broke seal of the destroyed house on principal island&lt;br /&gt;
158:	Quest 131 = ?? -&amp;gt; 158: 2-Repr‚sentant vu&lt;br /&gt;
&lt;br /&gt;
159..199: unused          &lt;br /&gt;
&lt;br /&gt;
200:	Baffe.fla	-&amp;gt; Hit&lt;br /&gt;
201:	Baffe2.fla	-&amp;gt; Hit, band-aid&lt;br /&gt;
202:	Baffe3.fla	-&amp;gt; Hit, black eye&lt;br /&gt;
203:	Bateau.fla	-&amp;gt; Ferry #1                &lt;br /&gt;
204:	TempleBu.fla	-&amp;gt; Temple of Bu&lt;br /&gt;
205:	Flute2.fla	-&amp;gt; White Leaf Desert, flute&lt;br /&gt;
206:	Navette.fla	-&amp;gt; Hamalayi Mountains, chuttle&lt;br /&gt;
207:	Neige2.fla	-&amp;gt; Hamalayi Mountains, storm&lt;br /&gt;
208:	Surf.fla	-&amp;gt; Hamalayi Mountains, ski lift&lt;br /&gt;
209:	Bateau2.fla	-&amp;gt; Ferry #2&lt;br /&gt;
210:	Capture.fla	-&amp;gt; Fortress, Zoe Clone&lt;br /&gt;
211:	Verser.fla	-&amp;gt; Fortress, Rune stone (cut from the game)&lt;br /&gt;
212:	Verser2.fla	-&amp;gt; Fortress, Rune stone&lt;br /&gt;
213:	Fortress.fla	-&amp;gt; Fortress, explosion&lt;br /&gt;
214:	Sendel2.fla	-&amp;gt; Sendel give powers to Twinsen &amp;amp; Zoé.&lt;br /&gt;
215:	Baffe5.fla	-&amp;gt; Hit, reject&lt;br /&gt;
216:	Explod.fla	-&amp;gt; Twinsun explosion (on top of the well)&lt;br /&gt;
217:	Glass2.fla	-&amp;gt; Clear water lake&lt;br /&gt;
218:	Sendel.fla	-&amp;gt; Twinsen in Well of Sendell&lt;br /&gt;
219:	Explod2.fla	-&amp;gt; Twinsun explosion&lt;br /&gt;
&lt;br /&gt;
220..255: unused&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---------------&lt;br /&gt;
- [ Chapters ]:&lt;br /&gt;
---------------&lt;br /&gt;
&lt;br /&gt;
00:	Inprisoned&lt;br /&gt;
01:	Escape from the citadel&lt;br /&gt;
02:	Zoe got captured&lt;br /&gt;
03:	- looking for a young girl&lt;br /&gt;
04:	- looking for a &amp;quot;friend&amp;quot;&lt;br /&gt;
05:	The legend of Sendell&lt;br /&gt;
06:	The book of Bu&lt;br /&gt;
07:	Pirate LeBorne&lt;br /&gt;
08:	- &amp;quot;good day&amp;quot;&lt;br /&gt;
09:	- &amp;quot;good day&amp;quot;&lt;br /&gt;
10:	- ?? nothing&lt;br /&gt;
11:	- ?? nothing&lt;br /&gt;
12:	- ?? nothing&lt;br /&gt;
13:	- looking for plans&lt;br /&gt;
14:	- still looking for plans&lt;br /&gt;
15:	The final showdown - &amp;quot;good day&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
- [ Magic Levels ]:&lt;br /&gt;
-------------------&lt;br /&gt;
&lt;br /&gt;
0:	No Magic Levels	&lt;br /&gt;
1:	Yellow Ball&lt;br /&gt;
2: 	Green Ball&lt;br /&gt;
3: 	Red Ball&lt;br /&gt;
4:	Fire Ball&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
- [ Twinsen Behaviours ]:&lt;br /&gt;
-------------------------&lt;br /&gt;
&lt;br /&gt;
0:	Normal &lt;br /&gt;
1:	Athletic&lt;br /&gt;
2:	Agressive&lt;br /&gt;
3:	Discrete&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---------------------------------------&lt;br /&gt;
- [ Holomap Locations and Cube Zones ]:&lt;br /&gt;
---------------------------------------&lt;br /&gt;
&lt;br /&gt;
000:	Citadel Island, Prison&lt;br /&gt;
001:	Citadel Island, outside the citadel&lt;br /&gt;
002:	Citadel Island, near the tavern&lt;br /&gt;
003:	Citadel Island, near the pharmacy&lt;br /&gt;
004:	Citadel Island, near twinsens house&lt;br /&gt;
005:	Citadel Island, inside Twinsens house&lt;br /&gt;
006:	Citadel Island, Harbor&lt;br /&gt;
007:	Citadel Island, Pharmacy&lt;br /&gt;
008:	White Leaf Desert, Temple of Bú 1st scene&lt;br /&gt;
009:	Hamalayi Mountains, landing place&lt;br /&gt;
010:	Principal Island, Library&lt;br /&gt;
011:	Principal Island, Harbor&lt;br /&gt;
012:	Principal Island, outside the fortress&lt;br /&gt;
013:	Principal Island, Lupin Burg&lt;br /&gt;
014:	Citadel Island, Tavern&lt;br /&gt;
015:	Hamalayi Mountains, Rabbibunny village&lt;br /&gt;
016:	Citadel Island, inside a Rabbibunny house&lt;br /&gt;
017:	Principal Island, Ruins&lt;br /&gt;
018:	Principal Island, outside the library&lt;br /&gt;
019:	Principal Island, Militairy camp&lt;br /&gt;
020:	Citadel Island, Architects house&lt;br /&gt;
021:	Citadel Island, secret chamber in the house&lt;br /&gt;
022:	Principal Island, Ticket office&lt;br /&gt;
023:	Principal Island, Prison&lt;br /&gt;
024:	Principal Island, Port Belooga&lt;br /&gt;
025:	Principal Island, Peg Leg Street&lt;br /&gt;
026:	Principal Island, Shop&lt;br /&gt;
027:	Principal Island, Locksmith&lt;br /&gt;
028:	Principal Island, inside a Rabbibunny house&lt;br /&gt;
029:	Principal Island, Astronimers House&lt;br /&gt;
030:	Principal Island, Tavern&lt;br /&gt;
031:	Principal Island, Basement of the Astronomer&lt;br /&gt;
032:	Principal Island, Stables&lt;br /&gt;
033:	Citadel Island, Cellar of the Tavern&lt;br /&gt;
034:	Citadel Island, Sewer of the 1st scene&lt;br /&gt;
035:	Citadel Island, Warehouse&lt;br /&gt;
036:	White Leaf Desert, outside the Temple of Bú&lt;br /&gt;
037:	Principal Island, outside the water tower&lt;br /&gt;
038:	Principal Island, inside the water tower&lt;br /&gt;
039:	White Leaf Desert, Militairy camp&lt;br /&gt;
040:	White Leaf Desert, Temple of Bú 2nd scene&lt;br /&gt;
041:	White Leaf Desert, Temple of Bú 3rd scene&lt;br /&gt;
042:	Proxima Island, Proxim City&lt;br /&gt;
043:	Proxima Island, Museum&lt;br /&gt;
044:	Proxima Island, near the Inventors house&lt;br /&gt;
045:	Proxima Island, upper rune stone&lt;br /&gt;
046:	Proxima Island, lower rune stone&lt;br /&gt;
047:	Proxima Island, befor the upper rune stone&lt;br /&gt;
048:	Proxima Island, Forgers house&lt;br /&gt;
049:	Proxima Island, Prison&lt;br /&gt;
050:	Proxima Island, Shop&lt;br /&gt;
051:	Proxima Island, Sewer&lt;br /&gt;
052:	Principal Island, house at Peg Leg Street&lt;br /&gt;
053:	Proxima Island, Grobo house&lt;br /&gt;
054:	Proxima Island, Inventors house&lt;br /&gt;
055:	Citadel Island, Sewer (secret)&lt;br /&gt;
056:	Principal Island, Sewer (secret)&lt;br /&gt;
057:	White Leaf Desert, Maze&lt;br /&gt;
058:	Principal Island, House with the TV&lt;br /&gt;
059:	Rebelion Island, Harbor&lt;br /&gt;
060:	Rebelion Island, Rebel camp&lt;br /&gt;
061:	Some room (cut-out ?)&lt;br /&gt;
062:	Hamalayi Mountains, 1st fighting scene&lt;br /&gt;
063:	Hamalayi Mountains, 2nd fighting scene&lt;br /&gt;
064:	Hamalayi Mountains, Prison&lt;br /&gt;
065:	Hamalayi Mountains, outside the transporter&lt;br /&gt;
066:	Hamalayi Mountains, inside the transporter&lt;br /&gt;
067:	Hamalayi Mountains, Mutation centre 1st scene&lt;br /&gt;
068:	Hamalayi Mountains, Mutation centre 2nd scene&lt;br /&gt;
069:	Hamalayi Mountains, 3rd fighting scene&lt;br /&gt;
070:	Hamalayi Mountains, Entrance to the prison&lt;br /&gt;
071:	Hamalayi Mountains, outside the prison&lt;br /&gt;
072:	Hamalayi Mountains, Catamaran dock&lt;br /&gt;
073:	Hamalayi Mountains, Bunker near clear water&lt;br /&gt;
074:	Tippet Island, Village&lt;br /&gt;
075:	Tippet Island, Secret passage scene 2&lt;br /&gt;
076:	Tippet Island, near the bar&lt;br /&gt;
077:	Tippet Island, Secret passage scene 1&lt;br /&gt;
078:	Tippet Island, near the Dino-Fly&lt;br /&gt;
079:	Tippet Island, Secret passage scene 3&lt;br /&gt;
080:	Tippet Island, Twinsun Cafe&lt;br /&gt;
081:	Hamalayi Mountains, Sacret Carrot&lt;br /&gt;
082:	Hamalayi Mountains, Backdoor of the prison&lt;br /&gt;
083:	Fortress Island, inside the fortress&lt;br /&gt;
084:	Fortress Island, outside the forstress&lt;br /&gt;
085:	Fortress Island, Secret passage scene 1&lt;br /&gt;
086:	Fortress Island, Secret in the fortress&lt;br /&gt;
087:	Fortress Island, near Zoes cell&lt;br /&gt;
088:	Fortress Island, Swimming pool&lt;br /&gt;
089:	Fortress Island, Cloning centre&lt;br /&gt;
090:	Fortress Island, Rune stone&lt;br /&gt;
091:	Hamalayi Mountains, Behind th sacret carrot&lt;br /&gt;
092:	Hamalayi Mountains, Clear water lake&lt;br /&gt;
093:	Fortress Island, outside fortress destroyed&lt;br /&gt;
094:	Brundle Island, outside the teleportation&lt;br /&gt;
095:	Brundle Island, inside the teleportation&lt;br /&gt;
096:	Hamalayi Mountains, Ski resort&lt;br /&gt;
097:	Brundle Island, Docks&lt;br /&gt;
098:	Brundle Island, Secret room&lt;br /&gt;
099:	Brundle Island, near the telepods&lt;br /&gt;
100:	Fortress Island, Docks&lt;br /&gt;
101:	Tippet Island, Shop&lt;br /&gt;
102:	Principal Island, house in port Belooga&lt;br /&gt;
103:	Brundle Island, Painters house&lt;br /&gt;
104:	Citadel Island, Ticket Office&lt;br /&gt;
105:	Principal Island, inside the fortress&lt;br /&gt;
106:	Polar Island, 2nd scene&lt;br /&gt;
107:	Polar Island, 3rd scene&lt;br /&gt;
108:	Polar Island, Before the rocky peak&lt;br /&gt;
109:	Polar Island, 4th scene&lt;br /&gt;
110:	Polar Island, The rocky peak&lt;br /&gt;
111:	Polar Island, on the rocky peak&lt;br /&gt;
112:	Polar Island, Before the end room&lt;br /&gt;
113:	Polar Island, Final Battle&lt;br /&gt;
114:	Polar Island, end scene&lt;br /&gt;
115:	Polar Island, 1st scene&lt;br /&gt;
116:	Citadel Island, end sequence (1)&lt;br /&gt;
117:	Citadel Island, end sequence (2)&lt;br /&gt;
118:	Citadel Island, Twinsens house destroyed&lt;br /&gt;
119:	Credits List Sequence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----------------------&lt;br /&gt;
- [ Inventory Items ]:&lt;br /&gt;
----------------------&lt;br /&gt;
&lt;br /&gt;
00:	Holomap&lt;br /&gt;
01:	Magic ball&lt;br /&gt;
02:	FunFrock&#039;s saber&lt;br /&gt;
03:	Gawleys horn&lt;br /&gt;
04:	Tunic&lt;br /&gt;
05:	Book of Bù&lt;br /&gt;
06:	Sendels&#039;s medallion&lt;br /&gt;
07:	Flask of clear water&lt;br /&gt;
08:	Red card&lt;br /&gt;
09:	Blue card&lt;br /&gt;
10:	ID card&lt;br /&gt;
11:	Mr. Mies&#039; pass&lt;br /&gt;
12:	Proto-Pack&lt;br /&gt;
13:	Snowboard&lt;br /&gt;
14:	Meca Penguin&lt;br /&gt;
15:	Gas&lt;br /&gt;
16:	Pirate flag&lt;br /&gt;
17:	Magic flute&lt;br /&gt;
18:	Space guitar&lt;br /&gt;
19:	Hair dryer&lt;br /&gt;
20:	Ancesteral key&lt;br /&gt;
21:	Bottle of sirup&lt;br /&gt;
22:	Empty bottle&lt;br /&gt;
23:	Ferry ticket&lt;br /&gt;
24:	Keypad&lt;br /&gt;
25:	Coffee can&lt;br /&gt;
26:	Bonuses list&lt;br /&gt;
27:	Clover leaf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
- [ Disappearing Grids ]:&lt;br /&gt;
-------------------------&lt;br /&gt;
&lt;br /&gt;
00:	Disappearing ceiling piece 1 for *1 &lt;br /&gt;
01:	Disappearing ceiling piece 2 for *1 &lt;br /&gt;
02:	Disappearing ceiling piece 3 for *1&lt;br /&gt;
03:	Disappearing ceiling piece 4 for *1&lt;br /&gt;
04:	Disappearing ceiling piece for *6 &lt;br /&gt;
05:	Disappearing ceiling piece for *11&lt;br /&gt;
06:	Disappearing ceiling piece for *39&lt;br /&gt;
07:	Disappearing ceiling piece for *22&lt;br /&gt;
08:	Disappearing ceiling piece for *89&lt;br /&gt;
09:	Disappearing ceiling piece for *88&lt;br /&gt;
10:	Disappearing ceiling piece for *93&lt;br /&gt;
11:	Disappearing ceiling piece for *100&lt;br /&gt;
12:	Disappearing ceiling piece for *96&lt;br /&gt;
13:	Disappearing ceiling piece for *37&lt;br /&gt;
&lt;br /&gt;
* Related with Holomap Locations and Cube Zones&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------&lt;br /&gt;
- [ FLA file names list ]:&lt;br /&gt;
--------------------------&lt;br /&gt;
&lt;br /&gt;
- Baffe.fla	-&amp;gt; Hit&lt;br /&gt;
- Baffe2.fla	-&amp;gt; Hit, band-aid&lt;br /&gt;
- Baffe3.fla	-&amp;gt; Hit, black eye&lt;br /&gt;
- Bateau.fla	-&amp;gt; Ferry #1                &lt;br /&gt;
- TempleBu.fla	-&amp;gt; Temple of Bu&lt;br /&gt;
- Flute2.fla	-&amp;gt; White Leaf Desert, flute&lt;br /&gt;
- Navette.fla	-&amp;gt; Hamalayi Mountains, chuttle&lt;br /&gt;
- Neige2.fla	-&amp;gt; Hamalayi Mountains, storm&lt;br /&gt;
- Surf.fla	-&amp;gt; Hamalayi Mountains, ski lift&lt;br /&gt;
- Bateau2.fla	-&amp;gt; Ferry #2&lt;br /&gt;
- Capture.fla	-&amp;gt; Fortress, Zoe Clone&lt;br /&gt;
- Verser.fla	-&amp;gt; Fortress, Rune stone (cut from the game)&lt;br /&gt;
- Verser2.fla	-&amp;gt; Fortress, Rune stone&lt;br /&gt;
- Fortress.fla	-&amp;gt; Fortress, explosion&lt;br /&gt;
- Sendel2.fla	-&amp;gt; Sendel give powers to Twinsen &amp;amp; Zoé.&lt;br /&gt;
- Baffe5.fla	-&amp;gt; Hit, reject&lt;br /&gt;
- Explod.fla	-&amp;gt; Twinsun explosion (on top of the well)&lt;br /&gt;
- Glass2.fla	-&amp;gt; Clear water lake&lt;br /&gt;
- Sendel.fla	-&amp;gt; Twinsen in Well of Sendell&lt;br /&gt;
- Explod2.fla	-&amp;gt; Twinsun explosion&lt;br /&gt;
&lt;br /&gt;
- Dragon3.fla	-&amp;gt; Little Big Adventure logo intro.&lt;br /&gt;
- Introd.fla	-&amp;gt; The Twinsen&#039;s Dream. (Intro movie)&lt;br /&gt;
- LBA.fla	-&amp;gt; LBA label movie from the demo version.&lt;br /&gt;
- The_End.fla	-&amp;gt; End movie with Twinsen and Zoé.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------&lt;br /&gt;
- [ Midis ]:&lt;br /&gt;
------------&lt;br /&gt;
&lt;br /&gt;
00:	Citadel Island, Prison&lt;br /&gt;
01:	&lt;br /&gt;
02:	&lt;br /&gt;
03:	&lt;br /&gt;
04:	&lt;br /&gt;
05:	&lt;br /&gt;
06:	&lt;br /&gt;
07:	&lt;br /&gt;
08:	End scene&lt;br /&gt;
09:	&lt;br /&gt;
10:	&lt;br /&gt;
11:	&lt;br /&gt;
12:	&lt;br /&gt;
13:	Principal Island&lt;br /&gt;
14:	&lt;br /&gt;
15:	&lt;br /&gt;
16:	&lt;br /&gt;
17:	&lt;br /&gt;
18:	&lt;br /&gt;
19:	&lt;br /&gt;
20:	&lt;br /&gt;
21:	&lt;br /&gt;
22:	&lt;br /&gt;
23:	&lt;br /&gt;
24:	&lt;br /&gt;
25:	&lt;br /&gt;
26:	&lt;br /&gt;
27:	&lt;br /&gt;
28:	Adeline Logo ?&lt;br /&gt;
29:	&lt;br /&gt;
30:	&lt;br /&gt;
31:	Adeline Logo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------&lt;br /&gt;
- [ Samples ]:&lt;br /&gt;
--------------&lt;br /&gt;
&lt;br /&gt;
000:    Twinsen hit&lt;br /&gt;
001:    Rabbibunny hit&lt;br /&gt;
002:    Quetch grumble&lt;br /&gt;
003:    Truck horn&lt;br /&gt;
004:    Soldier hit&lt;br /&gt;
005:    Rabbibunny clone turn&lt;br /&gt;
006:    Puff (long)&lt;br /&gt;
007:    Puff (short)&lt;br /&gt;
008:    Soldiers marching&lt;br /&gt;
009:    Rabbibunny calculate&lt;br /&gt;
010:    Dumpster dumps twinsen&lt;br /&gt;
011:    Item popup&lt;br /&gt;
012:    Puff (very long)&lt;br /&gt;
013:    Puff (very long)&lt;br /&gt;
014:    Grobo hit&lt;br /&gt;
015:    Rabbibunny clone walk&lt;br /&gt;
016:    Rabbibunny clone (red) shoot&lt;br /&gt;
017:    Skeleton attack&lt;br /&gt;
018:    Rabbibunny clone hit&lt;br /&gt;
019:    Rabbibunny clone turn&lt;br /&gt;
020:    Rabbibunny clone shoot&lt;br /&gt;
021:    Stone rolling&lt;br /&gt;
022:    Twinsen angry&lt;br /&gt;
023:    Throwing ball&lt;br /&gt;
024:    Crab hit&lt;br /&gt;
025:    Twinsen amazed&lt;br /&gt;
026:    Soldier shoot&lt;br /&gt;
027:    Walk over stone 1&lt;br /&gt;
028:    Walk over stone 2&lt;br /&gt;
029:    Teleport&lt;br /&gt;
030:    Twinsen hit&lt;br /&gt;
031:    Twinsen hits ground&lt;br /&gt;
032:    Zoé hit&lt;br /&gt;
033:    Kiss&lt;br /&gt;
034:    Factory/Citadel area sound&lt;br /&gt;
035:    Door open&lt;br /&gt;
036:    Area sound&lt;br /&gt;
037:    Explode&lt;br /&gt;
038:    &lt;br /&gt;
039:    &lt;br /&gt;
040:    &lt;br /&gt;
041:    Big item found / task completed&lt;br /&gt;
042:    Skeleton wake up 1&lt;br /&gt;
043:    Skeleton wake up 2&lt;br /&gt;
044:    Rabbibunny clone (green) shoot&lt;br /&gt;
045:    &lt;br /&gt;
046:    Stone rolling 1&lt;br /&gt;
047:    Stone rolling 2&lt;br /&gt;
048:    Fireball&lt;br /&gt;
049:    &lt;br /&gt;
050:    Boobytrap&lt;br /&gt;
051:    &lt;br /&gt;
052:    &lt;br /&gt;
053:    &lt;br /&gt;
054:    Skeleton walk 1&lt;br /&gt;
055:    Skeleton walk 2&lt;br /&gt;
056:    Temple of Bù area sound&lt;br /&gt;
057:    Twinsen jump&lt;br /&gt;
058:    Shoot&lt;br /&gt;
059:    &lt;br /&gt;
060:    Rabbibunny clone hit&lt;br /&gt;
061:    &lt;br /&gt;
062:    Survailence system&lt;br /&gt;
063:    Clone hit&lt;br /&gt;
064:    Rabbibunny clone move&lt;br /&gt;
065:    Truck stop&lt;br /&gt;
066:    Area sound&lt;br /&gt;
067:    &lt;br /&gt;
068:    Quetch hit&lt;br /&gt;
069:    &lt;br /&gt;
070:    Hit&lt;br /&gt;
071:    Grobo attack&lt;br /&gt;
072:    Elevator move&lt;br /&gt;
073:    Grobo clone shoot&lt;br /&gt;
074:    Heartbeat&lt;br /&gt;
075:    Twinsen land on ground&lt;br /&gt;
076:    Alarm&lt;br /&gt;
077:    Rabbibunny clone move&lt;br /&gt;
078:    &lt;br /&gt;
079:    &lt;br /&gt;
080:    Wind&lt;br /&gt;
081:    Sewer area sound&lt;br /&gt;
082:    Hit&lt;br /&gt;
083:    Temple of Bù area sound&lt;br /&gt;
084:    Clone hit&lt;br /&gt;
085:    Knock on door&lt;br /&gt;
086:    &lt;br /&gt;
087:    Key lock&lt;br /&gt;
088:    Whistle&lt;br /&gt;
089:    Ocean&lt;br /&gt;
090:    Ship&#039;s horn&lt;br /&gt;
091:    Swing 1&lt;br /&gt;
092:    Swing 2&lt;br /&gt;
093:    Item found&lt;br /&gt;
094:    Gate open&lt;br /&gt;
095:    Twinsen hit&lt;br /&gt;
096:    &lt;br /&gt;
097:    Twinsen die&lt;br /&gt;
098:    &lt;br /&gt;
099:    Hit&lt;br /&gt;
100:    Grobo alarm&lt;br /&gt;
101:    Twinsen in discreet mode 1&lt;br /&gt;
102:    Twinsen in discreet mode 2&lt;br /&gt;
103:    Zoé gigle&lt;br /&gt;
104:    Truck move 1&lt;br /&gt;
105:    Truck move 2&lt;br /&gt;
106:    Boat motor&lt;br /&gt;
107:    Drinking&lt;br /&gt;
108:    Truck motor&lt;br /&gt;
109:    Truck stop&lt;br /&gt;
110:    Digging rabbibunny&lt;br /&gt;
111:    Space guitar 1&lt;br /&gt;
112:    Space guitar 2&lt;br /&gt;
113:    Space guitar 3&lt;br /&gt;
114:    Space guitar 4&lt;br /&gt;
115:    Crowd unhappy&lt;br /&gt;
116:    Crowd happy&lt;br /&gt;
117:    Walk over stone 3&lt;br /&gt;
118:    Walk over carpet&lt;br /&gt;
119:    Walk over metal&lt;br /&gt;
120:    Walk over wood&lt;br /&gt;
121:    Walk over snow&lt;br /&gt;
122:    Walk over stone 4&lt;br /&gt;
123:    Walk over grind&lt;br /&gt;
124:    Walk through water&lt;br /&gt;
125:    Walk over grass&lt;br /&gt;
126:    Walk over flower&lt;br /&gt;
127:    Walk over stone 5&lt;br /&gt;
128:    Walk over grind 2&lt;br /&gt;
129:    Walk through water 2&lt;br /&gt;
130:    Walk over sand&lt;br /&gt;
131:    Walk over metal 2&lt;br /&gt;
132:    Walk in cave&lt;br /&gt;
133:    Walk over wood 2&lt;br /&gt;
134:    Walk over snow 2&lt;br /&gt;
135:    Walk over wood 3&lt;br /&gt;
136:    Walk over snow 3&lt;br /&gt;
137:    Walk through water 3&lt;br /&gt;
138:    Walk over grass 2&lt;br /&gt;
139:    Walk over flower 2&lt;br /&gt;
140:    Walk over stone 6&lt;br /&gt;
141:    Walk over carpet 4&lt;br /&gt;
142:    Walk through water 4&lt;br /&gt;
143:    Proto-pack&lt;br /&gt;
144:    Water drain&lt;br /&gt;
145:    Area sound&lt;br /&gt;
146:    Desert area sound&lt;br /&gt;
147:    Fisher&lt;br /&gt;
148:    Bells&lt;br /&gt;
149:    Swing&lt;br /&gt;
150:    Lever toggle&lt;br /&gt;
151:    &lt;br /&gt;
152:    Fireballs&lt;br /&gt;
153:    Rabbibunny clone calculate 1&lt;br /&gt;
154:    Rabbibunny clone calculate 2&lt;br /&gt;
155:    Rabbibunny clone calculate 3&lt;br /&gt;
156:    Sacred Carrot area sound&lt;br /&gt;
157:    Music&lt;br /&gt;
158:    Horse galloping 1&lt;br /&gt;
159:    Horse galloping 2&lt;br /&gt;
160:    Horse&lt;br /&gt;
161:    Horse galloping 3&lt;br /&gt;
162:    Horse galloping 4&lt;br /&gt;
163:    Horse&lt;br /&gt;
164:    Horse&lt;br /&gt;
165:    Buzzing 1&lt;br /&gt;
166:    Motor&lt;br /&gt;
167:    Area sound&lt;br /&gt;
168:    &lt;br /&gt;
169:    Shoot&lt;br /&gt;
170:    Temple of Bù guards&lt;br /&gt;
171:    &lt;br /&gt;
172:    &lt;br /&gt;
173:    Explode&lt;br /&gt;
174:    Soldier wake-up&lt;br /&gt;
175:    Soldier scared&lt;br /&gt;
176:    Machine gun 1&lt;br /&gt;
177:    Machine gun 2&lt;br /&gt;
178:    Explosion&lt;br /&gt;
179:    Sewer area sound&lt;br /&gt;
180:    Sewer area sound&lt;br /&gt;
181:    Water drop in cave 1&lt;br /&gt;
182:    Water drop in cave 2&lt;br /&gt;
183:    Sphero jump&lt;br /&gt;
184:    Sphero hit&lt;br /&gt;
185:    Sphero clone hit 1&lt;br /&gt;
186:    Sphero clone hit 2&lt;br /&gt;
187:    &lt;br /&gt;
188:    Shoot&lt;br /&gt;
189:    &lt;br /&gt;
190:    &lt;br /&gt;
191:    &lt;br /&gt;
192:    &lt;br /&gt;
193:    &lt;br /&gt;
194:    Clone walking&lt;br /&gt;
195:    Clone sound&lt;br /&gt;
196:    Meca-Penguin ticking 1&lt;br /&gt;
197:    Meca-Penguin ticking 2&lt;br /&gt;
198:    Sword&lt;br /&gt;
199:    &lt;br /&gt;
200:    Truck move 1&lt;br /&gt;
201:    Truck move 2&lt;br /&gt;
202:    Construction 1&lt;br /&gt;
203:    Construction area sound 1&lt;br /&gt;
204:    Construction area sound 2&lt;br /&gt;
205:    Dr. FunFrock grin&lt;br /&gt;
206:    Snore&lt;br /&gt;
207:    Hiccup&lt;br /&gt;
208:    Snowboard 1&lt;br /&gt;
209:    Snowboard 2&lt;br /&gt;
210:    Snowboard 3&lt;br /&gt;
211:    Alarm&lt;br /&gt;
212:    Water&lt;br /&gt;
213:    Drown 1&lt;br /&gt;
214:    Drown 2&lt;br /&gt;
215:    Drown 3&lt;br /&gt;
216:    Tank hit&lt;br /&gt;
217:    Swing&lt;br /&gt;
218:    &lt;br /&gt;
219:    Construction 2&lt;br /&gt;
220:    Construction 3&lt;br /&gt;
221:    Tone 1&lt;br /&gt;
222:    Tone 2&lt;br /&gt;
223:    Hovercraft&lt;br /&gt;
224:    Digging&lt;br /&gt;
225:    Tone 3&lt;br /&gt;
226:    Tone 4&lt;br /&gt;
227:    Buzzing 2&lt;br /&gt;
228:    Water flush&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------&lt;br /&gt;
- [ Sprites ]:&lt;br /&gt;
-------------&lt;br /&gt;
&lt;br /&gt;
000:    Tank bullet ???&lt;br /&gt;
001:    Magic ball&lt;br /&gt;
002:    Green magic ball&lt;br /&gt;
003:    Coin&lt;br /&gt;
004:    Life heart&lt;br /&gt;
005:    Magic&lt;br /&gt;
006:    Key&lt;br /&gt;
007:    Leaf&lt;br /&gt;
008:    Yellow bullet&lt;br /&gt;
009:    Red bullet&lt;br /&gt;
010:    Groboclone white bullet&lt;br /&gt;
011:    Door #1 (house)&lt;br /&gt;
012:    Door #2 (house)&lt;br /&gt;
013:    Fire magic ball&lt;br /&gt;
014:    Plataform #1&lt;br /&gt;
015:    Prison door #1 (grid)&lt;br /&gt;
016:    Prison door #2 (harmed)&lt;br /&gt;
017:    Prison door #3 (with the F word)&lt;br /&gt;
018:    Fence #1&lt;br /&gt;
019:    Fence #2&lt;br /&gt;
020:    Bomb&lt;br /&gt;
021:    Bolt bullet &lt;br /&gt;
022:    Fence #3&lt;br /&gt;
023:    Fence #4&lt;br /&gt;
024:    Door #3 (last scene) ???&lt;br /&gt;
025:    Lever&lt;br /&gt;
026:    Platform #2 (Prison)&lt;br /&gt;
027:    Platform #3&lt;br /&gt;
028:    Moving plataform machine&lt;br /&gt;
029:    Platform #4 (sewer access)&lt;br /&gt;
030:    Barrel&lt;br /&gt;
031:    Wooden door #1 (Twinsen house)&lt;br /&gt;
032:    Wooden door #2 (Twinsen&#039;s house secret scene)&lt;br /&gt;
033:    Bottle of Syrup&lt;br /&gt;
034:    Passage to the electric thing #1 ???&lt;br /&gt;
035:    Metal fence #1&lt;br /&gt;
036:    Passage to the electric thing #2 ???&lt;br /&gt;
037:    Prison door #4 (Wooden)&lt;br /&gt;
038:    FunFrock bust&lt;br /&gt;
039:    Cadre&lt;br /&gt;
040:    Grey bullet #1 ???&lt;br /&gt;
041:    Clover leaf&lt;br /&gt;
042:    Green magic ball (same as 3 ??? )&lt;br /&gt;
043:    Red magic ball&lt;br /&gt;
044:    Transparent yellow magic ball&lt;br /&gt;
045:    Library door #1&lt;br /&gt;
046:    Library door #2&lt;br /&gt;
047:    Package&lt;br /&gt;
048:    Ground square #1 (Temple of Bù)&lt;br /&gt;
049:    Quetch statue (Temple of Bù)&lt;br /&gt;
050:    Wooden door #3 (Temple of Bù)&lt;br /&gt;
051:    Wooden door #4 (Temple of Bù)&lt;br /&gt;
052:    Wall (false door ???)&lt;br /&gt;
053:    Double Lever (Temple of Bù)&lt;br /&gt;
054:    Metal fence #2 (Temple of Bù)&lt;br /&gt;
055:    Single Lever (Temple of Bù)&lt;br /&gt;
056:    Ground square #2 (Temple of Bù)&lt;br /&gt;
057:    Frozen mushroom&lt;br /&gt;
058:    Door padlock (Forger&#039;s house)&lt;br /&gt;
059:    Barbed bullet (Temple of Bù)&lt;br /&gt;
060:    Runic Stone&lt;br /&gt;
061:    Sendell&#039;s sign #1 (near Runic Stone)&lt;br /&gt;
062:    Sendell&#039;s sign #2 (White Leaf Desert)&lt;br /&gt;
063:    Sendell&#039;s sign #3&lt;br /&gt;
064:    Grey bullet #2 ???&lt;br /&gt;
065:    Grey bullet #3 ???&lt;br /&gt;
066:    Grey bullet #4 ???&lt;br /&gt;
067:    Lever without casing&lt;br /&gt;
068:    ???&lt;br /&gt;
069:    Missile&lt;br /&gt;
070:    Red Bullet&lt;br /&gt;
071:    Twinsun globe&lt;br /&gt;
072:    Z (sleeping guard)&lt;br /&gt;
073:    Platform #5&lt;br /&gt;
074:    Wall (Sacred Carrot door)&lt;br /&gt;
075:    Book #1&lt;br /&gt;
076:    Bricked up door&lt;br /&gt;
077:    Wall (Library secret passage)&lt;br /&gt;
078:    Book #2&lt;br /&gt;
079:    Hatchway #1&lt;br /&gt;
080:    Hatchway #2&lt;br /&gt;
081:    Sendell&#039;s sign #4 (visible)&lt;br /&gt;
082:    Sendell&#039;s sign #5 (hiden)&lt;br /&gt;
083:    Metal fence #3&lt;br /&gt;
084:    Sendell&#039;s sign #6&lt;br /&gt;
085:    Lever #1 (up)&lt;br /&gt;
086:    Lever #2 (down)&lt;br /&gt;
087:    Sendell&#039;s sign #7 (painted - hiden)&lt;br /&gt;
088:    Sendell&#039;s sign #8 (painted - visible)&lt;br /&gt;
089:    False frozen ground (Rabbibunny Village)&lt;br /&gt;
090:    Talk symbol #1 (right)&lt;br /&gt;
091:    Talk symbol #2 (left)&lt;br /&gt;
092:    Mushroom&lt;br /&gt;
093:    Keypad&lt;br /&gt;
094:    ???&lt;br /&gt;
095:    Broken lever (clones Factory)&lt;br /&gt;
096:    False ground (some platform ???)&lt;br /&gt;
097:    Explosion sequence #4&lt;br /&gt;
098:    Explosion sequence #5&lt;br /&gt;
099:    Explosion sequence #6&lt;br /&gt;
100:    Explosion sequence #7&lt;br /&gt;
101:    Explosion sequence #1&lt;br /&gt;
102:    Explosion sequence #2&lt;br /&gt;
103:    Explosion sequence #3&lt;br /&gt;
104:    Door #4&lt;br /&gt;
105:    FunFrock safe&lt;br /&gt;
106:    Twinsen &amp;amp; Zoé statue (covered)&lt;br /&gt;
107:    Door #5&lt;br /&gt;
108:    Platform with Sendell&#039;s sign&lt;br /&gt;
109:    Transparent green magic ball&lt;br /&gt;
110:    Transparent red magic ball&lt;br /&gt;
111:    Some sequence #1 &lt;br /&gt;
112:    Some sequence #2 &lt;br /&gt;
113:    Some sequence #3 &lt;br /&gt;
114:    Some sequence #4 &lt;br /&gt;
115:    Some sequence #5&lt;br /&gt;
116:    Some sequence #6&lt;br /&gt;
117:    Some sequence #7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------&lt;br /&gt;
- [ Bodies ]:&lt;br /&gt;
-------------&lt;br /&gt;
&lt;br /&gt;
000:	Twinsen: Tunic and Sendell&#039;s medallion&lt;br /&gt;
001:	Twinsen: Prison uniform&lt;br /&gt;
002:    Twinsen: Nurse uniform&lt;br /&gt;
003:    Twinsen: Tunic&lt;br /&gt;
004:    Twinsen: Tunic, Sendell&#039;s medallion and sabre&lt;br /&gt;
005:    Twinsen: Tunic, Sendell&#039; medallion and Gawley&#039;s horn&lt;br /&gt;
006:    Twinsen: Tunic, Sendell&#039;s medallion and snowboard&lt;br /&gt;
007:    Twinsen: Tunic, Sendell&#039;s medallion and protopack&lt;br /&gt;
008:    Twinsen: Tunic and protopack&lt;br /&gt;
009:    Nurse: With clipboard&lt;br /&gt;
010:    Nurse: With clipboard and pistol&lt;br /&gt;
011:    Nurse: Baton in holder&lt;br /&gt;
012:    Nurse: Baton in hand&lt;br /&gt;
013:    Groboclone: Super&lt;br /&gt;
014:    Nurse Clothing (very odd)&lt;br /&gt;
015:    Meca-penguin&lt;br /&gt;
016:    Garbage truck&lt;br /&gt;
017:    Grobo: Green vest&lt;br /&gt;
018:    Soldier: Normal&lt;br /&gt;
019:    Soldier: Desert&lt;br /&gt;
020:    Soldier: Himalayan&lt;br /&gt;
021:    Rabbibunny: Orange male, yellow shirt and blue shorts&lt;br /&gt;
022:    Rabbibunny: Brown male, blue shirt and grey-blue shorts&lt;br /&gt;
023:    Rabbibunny: Orange male, yellow shirt and blue shorts, with bottle&lt;br /&gt;
024:    Rabbibunny: Orange male, green shirt and brown shorts in tatters&lt;br /&gt;
025:    Rabbibunny: Light brown male, yellow shirt and blue shorts in tatters&lt;br /&gt;
026:    Rabbibunny: Orange male, white clothes (the painter)&lt;br /&gt;
027:    Rabbibunny: Orange male, white clothes with brush (the painter)&lt;br /&gt;
028:    Weird motion-seeking tank (green &amp;amp; yellow)&lt;br /&gt;
029:    Quetch: Salesman&lt;br /&gt;
030:    Groboclone: Yellow&lt;br /&gt;
031:    Groboclone: Green&lt;br /&gt;
032:    Groboclone: Red&lt;br /&gt;
033:    Groboclone: Yellow without mask&lt;br /&gt;
034:    Groboclone: Red without ears&lt;br /&gt;
035:    Grobo: Yellow clothes and hard hat (bulldozer operator)&lt;br /&gt;
036:    Rabbiclone: Yellow&lt;br /&gt;
037:    Yellow triangle&lt;br /&gt;
038:    Turret from automatic-spray gun thing&lt;br /&gt;
039:    Robot with 2 legs&lt;br /&gt;
040:    Robot with 2 legs, sphero in cockpit&lt;br /&gt;
041:    Tank: Normal&lt;br /&gt;
042:    Tank: Himalayan&lt;br /&gt;
043:    Tank: Desert&lt;br /&gt;
044:    Rabbibunny: Light brown female, orange dress&lt;br /&gt;
045:    Rabbibunny: Light brown female, green dress&lt;br /&gt;
046:    Rabbibunny: Brown female, yellow dress&lt;br /&gt;
047:    Rabbibunny: Brown female, orange dress in tatters&lt;br /&gt;
048:    Zoé&lt;br /&gt;
049:    Catamaran&lt;br /&gt;
050:    Catamaran with pirate flag&lt;br /&gt;
051:    Ferryboat&lt;br /&gt;
052:    Grobo: Pirate&lt;br /&gt;
053:    Rabbibunny: Orange male, blue shirt and white shorts (ferryboat captain)&lt;br /&gt;
054:    Fishing boat&lt;br /&gt;
055:    Skeleton&lt;br /&gt;
056:    Oscillating-blade thing&lt;br /&gt;
057:    Small spiked log&lt;br /&gt;
058:    Big spiked log&lt;br /&gt;
059:    Electro-plant thing&lt;br /&gt;
060:    Army boat (driver only)&lt;br /&gt;
061:    Army boat (Twinsen &amp;amp; rebels)&lt;br /&gt;
062:    Soldier: Normal gunner&lt;br /&gt;
063:    Soldier: Desert gunner&lt;br /&gt;
064:    Soldier: Himalayan gunner&lt;br /&gt;
065:    Radio equipment&lt;br /&gt;
066:    Rabbibunny: Orange male, rebel in fatigues and mask&lt;br /&gt;
067:    Rabbibunny: Orange male, rebel in fatigues&lt;br /&gt;
068:    Sphero: Male rebel in fatigues&lt;br /&gt;
069:    Sphero: Male, green clothes&lt;br /&gt;
070:    Sphero: Male, yellow clothes&lt;br /&gt;
071:    Rabbiclone: Green&lt;br /&gt;
072:    Car with Twinsen&lt;br /&gt;
073:    Car&lt;br /&gt;
074:    Praying mantis&lt;br /&gt;
075:    Spheroclone, blue-coloured&lt;br /&gt;
076:    Spheroclone, red &amp;amp; yellow&lt;br /&gt;
077:    Spheroclone, green &amp;amp; grey&lt;br /&gt;
078:    ID card&lt;br /&gt;
079:    Gawley&#039;s horn&lt;br /&gt;
080:    Sendell&#039;s medallion&lt;br /&gt;
081:    Rabbibunny: Orange oale, white shirt and blue shorts (fisherman)&lt;br /&gt;
082:    Motorbike&lt;br /&gt;
083:    Horse ridden by Twinsen&lt;br /&gt;
084:    Horse&lt;br /&gt;
085:    Rabbibunny: Old orange male, with space guitar&lt;br /&gt;
086:    Rabbibunny: Old orange Male, with flute&lt;br /&gt;
087:    Joe the Elf!&lt;br /&gt;
088:    Raymond the Elf&lt;br /&gt;
089:    Kestrel&lt;br /&gt;
090:    Mutant: Eye&lt;br /&gt;
091:    Mutant: Egg&lt;br /&gt;
092:    Boulder&lt;br /&gt;
093:    Book of Bù&lt;br /&gt;
094:    Rabbiclone: Red&lt;br /&gt;
095:    Pirate flag&lt;br /&gt;
096:    Sewer-snake&lt;br /&gt;
097:    Proto-pack&lt;br /&gt;
098:    4-Beamed tank: Normal&lt;br /&gt;
099:    4-Beamed tank: Himalayan&lt;br /&gt;
100:    Mutant: Crab&lt;br /&gt;
101:    Mutant: Crab without legs&lt;br /&gt;
102:    Mutant: Crab, front pincers&lt;br /&gt;
103:    Hovercraft with Twinsen&lt;br /&gt;
104:    Hovercraft&lt;br /&gt;
105:    Rabbibunny: Orange male, hipster&lt;br /&gt;
106:    Grobo: Female bartender&lt;br /&gt;
107:    Grobo: Male hipster&lt;br /&gt;
108:    Mutant: Slime blob&lt;br /&gt;
109:    Dino-fly with Twinsen&lt;br /&gt;
110:    Dino-fly&lt;br /&gt;
111:    Rabbibunny: Guitar player with space guitar&lt;br /&gt;
112:    Rabbibunny: Guitar player&lt;br /&gt;
113:    Sphero: At drum set&lt;br /&gt;
114:    Mutant: Twinsen&lt;br /&gt;
115:    Big orange monster-thing&lt;br /&gt;
116:    FunFrock&lt;br /&gt;
117:    Grobo: Insane flying machine-gun dude&lt;br /&gt;
118:    Shark fin, on post&lt;br /&gt;
119:    Shark fin&lt;br /&gt;
120:    Snowboard&lt;br /&gt;
121:    Flag: Red&lt;br /&gt;
122:    Flag: Green&lt;br /&gt;
123:    Flag: Blue&lt;br /&gt;
124:    Flag: Dark blue&lt;br /&gt;
125:    Computer&lt;br /&gt;
126:    Dump truck&lt;br /&gt;
127:    Constuction worker&lt;br /&gt;
128:    Constuction worker&lt;br /&gt;
129:    Constuction worker&lt;br /&gt;
130:    Bulldozer&lt;br /&gt;
131:    Sphero: weirdo&lt;br /&gt;
132:    Sphero: weirdo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------&lt;br /&gt;
- [ Animations ]:&lt;br /&gt;
-----------------&lt;br /&gt;
&lt;br /&gt;
000:    Twinsen standing (normal mode)&lt;br /&gt;
001:    Twinsen walking (normal mode)&lt;br /&gt;
002:    Twinsen walking backwards (normal mode)&lt;br /&gt;
003:    Twinsen turning right (normal mode)&lt;br /&gt;
004:    Twinsen turning left (normal mode)&lt;br /&gt;
005:    Twinsen jumping&lt;br /&gt;
006:    Twinsen standing (aggressive mode)&lt;br /&gt;
007:    Twinsen fighting&lt;br /&gt;
008:    Twinsen running&lt;br /&gt;
009:    Twinsen falling&lt;br /&gt;
010:    Twinsen throwing magic ball&lt;br /&gt;
011:    Twinsen getting hit 1&lt;br /&gt;
012:    Twinsen getting hit 2&lt;br /&gt;
013:    Twinsen getting hit 3&lt;br /&gt;
014:    Twinsen landing (short fall)&lt;br /&gt;
015:    Twinsen landing (long fall)&lt;br /&gt;
016:    Twinsen wowing&lt;br /&gt;
017:    Twinsen getting down&lt;br /&gt;
018:    Twinsen leaning from half standing, and crawling&lt;br /&gt;
019:    Twinsen dying, game over&lt;br /&gt;
020:    Twinsen operating something 1&lt;br /&gt;
021:    Twinsen climbing up ladder&lt;br /&gt;
022:    Twinsen operating something 2&lt;br /&gt;
023:    Twinsen jumping in place&lt;br /&gt;
024:    Twinsen leaning from standing, and crawling&lt;br /&gt;
025:    Twinsen finish climbing up ladder&lt;br /&gt;
026:    Twinsen starting climbing up ladder&lt;br /&gt;
027:    Twinsen operating something 3&lt;br /&gt;
028:    Twinsen blows horn&lt;br /&gt;
029:    Twinsen drowning&lt;br /&gt;
030:    Twinsen waving&lt;br /&gt;
031:    Twinsen dead&lt;br /&gt;
032:    Twinsen turning right (athletic mode)&lt;br /&gt;
033:    Twinsen jumping backwards&lt;br /&gt;
034:    Twinsen drawing sword&lt;br /&gt;
035:    Twinsen fights with sword (normal mode)&lt;br /&gt;
036:    Twinsen crawling&lt;br /&gt;
037:    Twinsen spilling flask&lt;br /&gt;
038:    Twinsen standing (athletic mode)&lt;br /&gt;
039:    Twinsen walking backwards (normal mode)&lt;br /&gt;
040:    Twinsen turning left (athletic mode)&lt;br /&gt;
041:    Twinsen dying&lt;br /&gt;
042:    Twinsen dead&lt;br /&gt;
043:    Twinsen fights with sword (athletic mode)&lt;br /&gt;
044:    Twinsen standing (aggressive mode)&lt;br /&gt;
045:    Twinsen walking (aggressive mode)&lt;br /&gt;
046:    Twinsen walking backwards (aggressive mode)&lt;br /&gt;
047:    Twinsen turning left (aggressive mode)&lt;br /&gt;
048:    Twinsen turning right (aggressive mode)&lt;br /&gt;
049:    Twinsen kicking&lt;br /&gt;
050:    Twinsen butting&lt;br /&gt;
051:    Twinsen punching&lt;br /&gt;
052:    Twinsen fights with sword (agressive mode)&lt;br /&gt;
053:    Twinsen standing (discreet mode)&lt;br /&gt;
054:    Twinsen walking (discreet mode)&lt;br /&gt;
055:    Twinsen walking backwards (discreet mode)&lt;br /&gt;
056:    Twinsen turning left (discreet mode)&lt;br /&gt;
057:    Twinsen turning right (discreet mode)&lt;br /&gt;
058:    Twinsen hiding&lt;br /&gt;
059:    Twinsen fights with sword (discreet mode)&lt;br /&gt;
060:    Twinsen standing (with Proto-Pack)&lt;br /&gt;
061:    Twinsen hovers forwards (with Proto-Pack)&lt;br /&gt;
062:    Twinsen turning left (with Proto-Pack)&lt;br /&gt;
063:    Twinsen turning right (with Proto-Pack)&lt;br /&gt;
064:    Twinsen moving left (with Proto-Pack)&lt;br /&gt;
065:    Twinsen moving right (with Proto-Pack)&lt;br /&gt;
066:    Twinsen getting hit (with Proto-Pack)&lt;br /&gt;
067:    Twinsen falling (with Proto-Pack)&lt;br /&gt;
068:    Twinsen landing (short fall) (with Proto-Pack)&lt;br /&gt;
069:    Twinsen landing (long fall) (with Proto-Pack)&lt;br /&gt;
070:    Twinsen drowning (with Proto-Pack)&lt;br /&gt;
071:    Nurse writing&lt;br /&gt;
072:    Nurse (weak) getting hit&lt;br /&gt;
073:    Nurse (strong) getting hit&lt;br /&gt;
074:    Nurse walking&lt;br /&gt;
075:    Nurse rebuking, then walking&lt;br /&gt;
076:    Nurse pulling out gun&lt;br /&gt;
077:    Nurse shooting&lt;br /&gt;
078:    Nurse with club standing&lt;br /&gt;
079:    Nurse with club running to alarm button&lt;br /&gt;
080:    Nurse with club in &amp;quot;move along&amp;quot; movement&lt;br /&gt;
081:    Nurse with club alert&lt;br /&gt;
082:    Nurse with club pulling out club&lt;br /&gt;
083:    Nurse with club getting hit 1&lt;br /&gt;
084:    Nurse with club getting hit 2&lt;br /&gt;
085:    Nurse with club getting hit 3&lt;br /&gt;
086:    Nurse with club fights with club&lt;br /&gt;
087:    Nurse with club walking&lt;br /&gt;
088:    Nurse with club pressing alarm button&lt;br /&gt;
089:    Nurse with club falling 1&lt;br /&gt;
090:    Nurse with club falling 2&lt;br /&gt;
091:    Nurse with club stamping&lt;br /&gt;
092:    Supergro walking&lt;br /&gt;
093:    Supergro standing&lt;br /&gt;
094:    Supergro shooting&lt;br /&gt;
095:    Supergro frozen&lt;br /&gt;
096:    Supergro getting hit and moving backwards&lt;br /&gt;
097:    Supergro roaring&lt;br /&gt;
098:    Supergro falling&lt;br /&gt;
099:    Supergro getting hit and moving forwards&lt;br /&gt;
100:    Nurse clothing (frozen)&lt;br /&gt;
101:    Meca Penguin frozen&lt;br /&gt;
102:    Meca Penguin moving and ticking&lt;br /&gt;
103:    Garbage truck starting&lt;br /&gt;
104:    Garbage truck driving forwars&lt;br /&gt;
105:    Garbage truck driving backwards&lt;br /&gt;
106:    Garbage truck unloading&lt;br /&gt;
107:    Garbage truck stopping&lt;br /&gt;
108:    Grobo standing&lt;br /&gt;
109:    Grobo walking&lt;br /&gt;
110:    Grobo reading&lt;br /&gt;
111:    Grobo getting hit (frozen)&lt;br /&gt;
112:    Grobo getting hit (animated)&lt;br /&gt;
113:    Grobo fighting&lt;br /&gt;
114:    Grobo sitting down&lt;br /&gt;
115:    Grobo standing up&lt;br /&gt;
116:    Grobo sitting&lt;br /&gt;
117:    Grobo swinging&lt;br /&gt;
118:    Sitting grobo getting hit&lt;br /&gt;
119:    Grobo falling&lt;br /&gt;
120:    Soldier standing&lt;br /&gt;
121:    Soldier walking&lt;br /&gt;
122:    Soldier shooting&lt;br /&gt;
123:    Soldier alert 1&lt;br /&gt;
124:    Soldier alert 2&lt;br /&gt;
125:    Soldier saluting&lt;br /&gt;
126:    Soldier returns gun&lt;br /&gt;
127:    Soldier getting hit&lt;br /&gt;
128:    Soldier running&lt;br /&gt;
129:    Soldier hitting with gun&lt;br /&gt;
130:    Soldier sleeping&lt;br /&gt;
131:    Soldier waking up&lt;br /&gt;
132:    Scared soldier running&lt;br /&gt;
133:    Rabbibunny standing&lt;br /&gt;
134:    Rabbibunny walking&lt;br /&gt;
135:    Rabbibunny running 1&lt;br /&gt;
136:    Rabbibunny saluting&lt;br /&gt;
137:    Rabbibunny digging&lt;br /&gt;
138:    Rabbibunny hopping&lt;br /&gt;
139:    Rabbibunny waiting&lt;br /&gt;
140:    Rabbibunny getting hit&lt;br /&gt;
141:    Rabbibunny running 2&lt;br /&gt;
142:    Rabbibunny waiter pouring&lt;br /&gt;
143:    Rabbibunny drinking&lt;br /&gt;
144:    Rabbibunny painter standing&lt;br /&gt;
145:    Rabbibunny falling&lt;br /&gt;
146:    Rabbibunny falling (frozen)&lt;br /&gt;
147:    Rabbibunny getting hit (frozen)&lt;br /&gt;
148:    Rabbibunny sitting&lt;br /&gt;
149:    Rabbibunny fighting&lt;br /&gt;
150:    Rabbibunny climbing up ladder&lt;br /&gt;
151:    Rabbibunny painting&lt;br /&gt;
152:    Rabbibunny waving 1&lt;br /&gt;
153:    Rabbibunny waving 2&lt;br /&gt;
154:    Rabbibunny clapping&lt;br /&gt;
155:    Surveillance device scanning the area&lt;br /&gt;
156:    Surveillance device moving&lt;br /&gt;
157:    Surveillance device shooting&lt;br /&gt;
158:    Surveillance device getting hit 1&lt;br /&gt;
159:    Surveillance device getting hit 2&lt;br /&gt;
160:    Business quetch standing&lt;br /&gt;
161:    Business quetch walking&lt;br /&gt;
162:    Business quetch getting hit&lt;br /&gt;
163:    Business quetch waving&lt;br /&gt;
164:    Groboclone standing 1&lt;br /&gt;
165:    Groboclone standing 2&lt;br /&gt;
166:    Groboclone walking&lt;br /&gt;
167:    Groboclone pulling out club and fights with club&lt;br /&gt;
168:    Groboclone fights with club&lt;br /&gt;
169:    Groboclone running&lt;br /&gt;
170:    Groboclone in &amp;quot;move along&amp;quot; movement&lt;br /&gt;
171:    Groboclone frozen&lt;br /&gt;
172:    Groboclone getting hit, moving right&lt;br /&gt;
173:    Groboclone getting hit, moving left&lt;br /&gt;
174:    Groboclone shooting&lt;br /&gt;
175:    Groboclone turning left&lt;br /&gt;
176:    Groboclone lying (frozen)&lt;br /&gt;
177:    Groboclone falling&lt;br /&gt;
178:    (corrupted entry)&lt;br /&gt;
179:    Green rabbibunny clone scanning the area&lt;br /&gt;
180:    Green rabbibunny clone walking&lt;br /&gt;
181:    Green rabbibunny clone getting hit 1&lt;br /&gt;
182:    Green rabbibunny clone getting hit 2&lt;br /&gt;
183:    Green rabbibunny clone shooting&lt;br /&gt;
184:    Green rabbibunny clone getting hit 3&lt;br /&gt;
185:    Turret frozen 1&lt;br /&gt;
186:    Turret frozen 2&lt;br /&gt;
187:    Turret frozen 3&lt;br /&gt;
188:    Turret frozen 4&lt;br /&gt;
189:    Turret shooting&lt;br /&gt;
190:    Robot standing&lt;br /&gt;
191:    Robot walking 1&lt;br /&gt;
192:    Robot walking backwards&lt;br /&gt;
193:    Robot jumping&lt;br /&gt;
194:    Robot fighting&lt;br /&gt;
195:    Robot walking 2&lt;br /&gt;
196:    Robot jumping in place 1&lt;br /&gt;
197:    Robot jumping in place 2&lt;br /&gt;
198:    Robot going up and down&lt;br /&gt;
199:    Tank driving&lt;br /&gt;
200:    Tank stopping&lt;br /&gt;
201:    Tank starting&lt;br /&gt;
202:    Tank getting hit&lt;br /&gt;
203:    Tank driving backwards&lt;br /&gt;
204:    Tank frozen&lt;br /&gt;
205:    Tank shootig&lt;br /&gt;
206:    Female rabbibunny walking&lt;br /&gt;
207:    Female rabbibunny standing&lt;br /&gt;
208:    Female rabbibunny walking, looking both sides&lt;br /&gt;
209:    Female rabbibunny getting hit&lt;br /&gt;
210:    Female rabbibunny flirting&lt;br /&gt;
211:    Female rabbibunny talking&lt;br /&gt;
212:    Female rabbibunny angry&lt;br /&gt;
213:    Female rabbibunny painting&lt;br /&gt;
214:    Zoé standing&lt;br /&gt;
215:    Zoé walking&lt;br /&gt;
216:    Zoé getting hit 1&lt;br /&gt;
217:    Zoé getting hit 2&lt;br /&gt;
218:    Zoé approaching to Twinsen&lt;br /&gt;
219:    Zoé kissing&lt;br /&gt;
220:    Zoé waving&lt;br /&gt;
221:    Zoé operating something&lt;br /&gt;
222:    Zoé kicking 1&lt;br /&gt;
223:    Zoé butting&lt;br /&gt;
224:    Zoé jumping backwards&lt;br /&gt;
225:    Zoé kicking 2&lt;br /&gt;
226:    Zoé falling&lt;br /&gt;
227:    Zoé landing&lt;br /&gt;
228:    Zoé jumping in place&lt;br /&gt;
229:    Zoé turning left, walking&lt;br /&gt;
230:    Catamaran swinging in place&lt;br /&gt;
231:    Catamaran swimming forwards&lt;br /&gt;
232:    Catamaran swimming backwards&lt;br /&gt;
233:    Catamaran swimming right&lt;br /&gt;
234:    Catamaran swimming left&lt;br /&gt;
235:    Ferryboat frozen&lt;br /&gt;
236:    Ferryboat swimming forwards&lt;br /&gt;
237:    Ferryboat swimming backwards&lt;br /&gt;
238:    Grobo sailor walking&lt;br /&gt;
239:    Grobo sailor getting hit&lt;br /&gt;
240:    Grobo sailor standing&lt;br /&gt;
241:    Rabbibunny sailor saluting&lt;br /&gt;
242:    Boat swimming forwards&lt;br /&gt;
243:    Boat swinging in place&lt;br /&gt;
244:    Skeleton sleeping (frozen)&lt;br /&gt;
245:    Skeleton waking up&lt;br /&gt;
246:    Skeleton standing&lt;br /&gt;
247:    Skeleton walking agnry&lt;br /&gt;
248:    Skeleton fighting with knife&lt;br /&gt;
249:    Skeleton kicking&lt;br /&gt;
250:    Skeleton getting hit 1&lt;br /&gt;
251:    Skeleton getting hit 2&lt;br /&gt;
252:    Skeleton getting hit 3&lt;br /&gt;
253:    Skeleton getting hit 4&lt;br /&gt;
254:    Skeleton walking&lt;br /&gt;
255:    Skeleton falling&lt;br /&gt;
256:    Skeleton bowing&lt;br /&gt;
257:    Spikes frozen&lt;br /&gt;
258:    Spikes moving forwards&lt;br /&gt;
259:    Spikes moving backwards&lt;br /&gt;
260:    Spikes cylinder frozen&lt;br /&gt;
261:    Spikes cylinder rolling in place&lt;br /&gt;
262:    Spikes cylinder rolling forwards&lt;br /&gt;
263:    Electro-plant frozen&lt;br /&gt;
264:    Electro-plant expanding&lt;br /&gt;
265:    Rebels boat swinging in place&lt;br /&gt;
266:    Rebels boat swimming forwards&lt;br /&gt;
267:    Rebels boat opening&lt;br /&gt;
268:    Rebels boat swimming backwards&lt;br /&gt;
269:    Soldier with machine gun observing&lt;br /&gt;
270:    Soldier with machine gun getting hit 1&lt;br /&gt;
271:    Soldier with machine gun getting hit 2&lt;br /&gt;
272:    Soldier with machine gun shooting&lt;br /&gt;
273:    Radar working&lt;br /&gt;
274:    Rabbinuby rebel standing&lt;br /&gt;
275:    Rabbinuby rebel crouched&lt;br /&gt;
276:    Rabbinuby rebe lwalking&lt;br /&gt;
277:    Rabbinuby rebel standing and shooting&lt;br /&gt;
278:    Rabbinuby rebel crouched shooting&lt;br /&gt;
279:    Rabbinuby rebel jumping&lt;br /&gt;
280:    Rabbinuby rebel moving on&lt;br /&gt;
281:    Rabbinuby rebel getting hit&lt;br /&gt;
282:    Rabbinuby rebel throwing grenade&lt;br /&gt;
283:    Sphero rebel standing&lt;br /&gt;
284:    Sphero rebel walking&lt;br /&gt;
285:    Sphero rebel getting hit 1&lt;br /&gt;
286:    Sphero rebel getting hit 2&lt;br /&gt;
287:    Sphero rebel throwing grenade&lt;br /&gt;
288:    Sphero rebel shooting&lt;br /&gt;
289:    Sphero standing&lt;br /&gt;
290:    Sphero walking&lt;br /&gt;
291:    Sphero hopping&lt;br /&gt;
292:    Sphero jumping backwards&lt;br /&gt;
293:    Sphero jumping in place&lt;br /&gt;
294:    Sphero getting hit 1&lt;br /&gt;
295:    Sphero getting hit 2&lt;br /&gt;
296:    Sphero waving&lt;br /&gt;
297:    Rabbibunny clone with coputer walking&lt;br /&gt;
298:    Rabbibunny clone with coputer scanning the area&lt;br /&gt;
299:    Rabbibunny clone with coputer getting hit 1&lt;br /&gt;
300:    Rabbibunny clone with coputer getting hit 2&lt;br /&gt;
301:    Rabbibunny clone with coputer getting hit (frozen)&lt;br /&gt;
302:    Rabbibunny clone with coputer shooting&lt;br /&gt;
303:    Car starting&lt;br /&gt;
304:    Car driving&lt;br /&gt;
305:    Car driving backwards&lt;br /&gt;
306:    Car stopping&lt;br /&gt;
307:    Carm frozen&lt;br /&gt;
308:    Praying mantis standing&lt;br /&gt;
309:    Praying mantis walking&lt;br /&gt;
310:    Praying mantis getting hit 1&lt;br /&gt;
311:    Praying mantis getting hit 2&lt;br /&gt;
312:    Praying mantis getting hit 3&lt;br /&gt;
313:    Praying mantis fighting 1&lt;br /&gt;
314:    Praying mantis fighting 2&lt;br /&gt;
315:    Sphero clone standing&lt;br /&gt;
316:    Sphero clone walking&lt;br /&gt;
317:    Sphero clone getting hit 1&lt;br /&gt;
318:    Sphero clone getting hit 2&lt;br /&gt;
319:    Sphero clone getting hit 3&lt;br /&gt;
320:    Sphero clone shooting&lt;br /&gt;
321:    ID (frozen)&lt;br /&gt;
322:    Object spinning&lt;br /&gt;
323:    Rabbiubnny fisher fishing 1&lt;br /&gt;
324:    Rabbibunny fisher fishing 2&lt;br /&gt;
325:    Rabbibunny fisher fishing 3&lt;br /&gt;
326:    Rabbibunny fisher standing up&lt;br /&gt;
327:    Rabbibunny fisher walking&lt;br /&gt;
328:    Motorcycle starting&lt;br /&gt;
329:    Motorcycle driving&lt;br /&gt;
330:    Motorcycle driving backwards&lt;br /&gt;
331:    Horse standing&lt;br /&gt;
332:    Horse walking&lt;br /&gt;
333:    Horse braying&lt;br /&gt;
334:    Horse standing wildly&lt;br /&gt;
335:    Horse moving right&lt;br /&gt;
336:    Horse moving left&lt;br /&gt;
337:    Horse running&lt;br /&gt;
338:    Horse running and jumping&lt;br /&gt;
339:    Horse walking fast&lt;br /&gt;
340:    Horse jumping&lt;br /&gt;
341:    Horse running wildly&lt;br /&gt;
342:    Horse jumping in place&lt;br /&gt;
343:    Rabbibunny sitting&lt;br /&gt;
344:    Rabbibunny sitting playing guitar 1&lt;br /&gt;
345:    Rabbibunny talking&lt;br /&gt;
346:    Rabbibunny sitting playing guitar 2&lt;br /&gt;
347:    Rabbibunny playing guitar wildly 1&lt;br /&gt;
348:    Rabbibunny standing up&lt;br /&gt;
349:    Rabbibunny sitting playing guitar 3&lt;br /&gt;
350:    Rabbibunny playing flute&lt;br /&gt;
351:    Elf standing&lt;br /&gt;
352:    Elf walking&lt;br /&gt;
353:    Elf getting hit&lt;br /&gt;
354:    Bird standing&lt;br /&gt;
355:    Bird flying down and forwards&lt;br /&gt;
356:    Bird flying up and forwards&lt;br /&gt;
357:    Eye creature hopping in place&lt;br /&gt;
358:    Eyte creature hopping forwards&lt;br /&gt;
359:    Eye creature hopping left and right&lt;br /&gt;
360:    Eye creature hopping in circles&lt;br /&gt;
361:    Eye creature hopping backwards&lt;br /&gt;
362:    Eye creature hop-rolling forwards&lt;br /&gt;
363:    Rock frozen&lt;br /&gt;
364:    Rock rolling forwards 1&lt;br /&gt;
365:    Rock rolling forwards 2&lt;br /&gt;
366:    Rock rolling in place&lt;br /&gt;
367:    Rock getting thrown&lt;br /&gt;
368:    Book of Bù spinning&lt;br /&gt;
369:    Red rabbibunny clone spinning head&lt;br /&gt;
370:    Red rabbibunny clone walking 1&lt;br /&gt;
371:    Red rabbibunny clone getting hit and moving right&lt;br /&gt;
372:    Red rabbibunny clone getting hit and moving left&lt;br /&gt;
373:    Red rabbibunny clone with power off (frozen)&lt;br /&gt;
374:    Red rabbibunny clone walking 2&lt;br /&gt;
375:    Red rabbibunny clone shooting Meca Penguin&lt;br /&gt;
376:    Red rabbibunny clone getting hit and moving backwards&lt;br /&gt;
377:    Red rabbibunny clone shooting&lt;br /&gt;
378:    Pirate flag (frozen)&lt;br /&gt;
379:    Snake lying&lt;br /&gt;
380:    Snake getting out head and stinging&lt;br /&gt;
381:    Snake stinging&lt;br /&gt;
382:    Snake getting hit 1&lt;br /&gt;
383:    Snake getting hit 2&lt;br /&gt;
384:    Snake crawling forwards 1&lt;br /&gt;
385:    Snake crawling forwards 2&lt;br /&gt;
386:    Snake getting hit 3&lt;br /&gt;
387:    Snake getting hit 4&lt;br /&gt;
388:    Proto-Pack (frozen)&lt;br /&gt;
389:    Proto-Pack driving forwards&lt;br /&gt;
390:    Big machine gun (frozen)&lt;br /&gt;
391:    Big machine gun shooting&lt;br /&gt;
392:    Giant crab standing&lt;br /&gt;
393:    Giant crab turning left and walking right&lt;br /&gt;
394:    Giant crab fighting&lt;br /&gt;
395:    Giant crab getting hit and moving backwards&lt;br /&gt;
396:    Giant crab getting hit and moving forwards&lt;br /&gt;
397:    Giant crab frozen&lt;br /&gt;
398:    Hydroglider swinging in place&lt;br /&gt;
399:    Hydroglider driving&lt;br /&gt;
400:    Groovy rabbibunny standing&lt;br /&gt;
401:    Groovy rabbibunny stamping&lt;br /&gt;
402:    Groovy rabbibunny walking&lt;br /&gt;
403:    Groovy grobo standing&lt;br /&gt;
404:    Groovy grobo walking&lt;br /&gt;
405:    Groovy grobo getting hit and moving backwards&lt;br /&gt;
406:    Groovy grobo running&lt;br /&gt;
407:    Goo creature standing 1&lt;br /&gt;
408:    Goo creature moving forwards&lt;br /&gt;
409:    Goo creature standing 2&lt;br /&gt;
410:    Goo creature standing bubbling 1&lt;br /&gt;
411:    Goo creature standing bubbling 2&lt;br /&gt;
412:    Goo creature fighting&lt;br /&gt;
413:    Goo creature moving forwards fast&lt;br /&gt;
414:    Dino-Fly standing&lt;br /&gt;
415:    Dino-Fly starting to fly&lt;br /&gt;
416:    Dino-Fly jumping backwards&lt;br /&gt;
417:    Dino-Fly flying&lt;br /&gt;
418:    Rabbibunny playing guitar wildly 2&lt;br /&gt;
419:    Guitarist rabbibunny walking&lt;br /&gt;
420:    Sphero with drums (frozen)&lt;br /&gt;
421:    Sphero with drums playing&lt;br /&gt;
422:    Twinsen clone lying&lt;br /&gt;
423:    Twinsen clone standing&lt;br /&gt;
424:    Twinsen clone waking up&lt;br /&gt;
425:    Huge orange creature standing&lt;br /&gt;
426:    Huge orange creature sniffing&lt;br /&gt;
427:    Huge orange creature jumping in place&lt;br /&gt;
428:    Huge orange creature bumping forwards&lt;br /&gt;
429:    Huge orange creature falling&lt;br /&gt;
430:    Huge orange creature rolling forwards&lt;br /&gt;
431:    Huge orange creature hopping forwards&lt;br /&gt;
432:    Huge orange creature getting hit and moving backwards&lt;br /&gt;
433:    Huge orange creature frozen&lt;br /&gt;
434:    FunFrock standing&lt;br /&gt;
435:    FunFrock walking&lt;br /&gt;
436:    FunFrock running&lt;br /&gt;
437:    FunFrock fighting with sword&lt;br /&gt;
438:    FunFrock jumping 1&lt;br /&gt;
439:    FunFrock wakling right&lt;br /&gt;
440:    FunFrock wakling left&lt;br /&gt;
441:    FunFrock getting hit 1&lt;br /&gt;
442:    FunFrock getting hit 2&lt;br /&gt;
443:    FunFrock landing&lt;br /&gt;
444:    FunFrock jumping 2&lt;br /&gt;
445:    FunFrock falling&lt;br /&gt;
446:    FunFrock going up and down&lt;br /&gt;
447:    FunFrock talking&lt;br /&gt;
448:    FunFrock throwing ball&lt;br /&gt;
449:    Flying grobo flying in place&lt;br /&gt;
450:    Flying grobo flying forwards&lt;br /&gt;
451:    Flying grobo flying forwards, shooting&lt;br /&gt;
452:    Flying grobo getting hit, moving backwards&lt;br /&gt;
453:    Flying grobo getting hit, moving forwards&lt;br /&gt;
454:    Fake shark frozen&lt;br /&gt;
455:    Fake shark moving forwards&lt;br /&gt;
456:    Fake shark moving forwards going up and down&lt;br /&gt;
457:    Snowboard (frozen)&lt;br /&gt;
458:    Flag waving&lt;br /&gt;
459:    Twinsen with snowboard standing&lt;br /&gt;
460:    Twinsen with snowboard skiing 1&lt;br /&gt;
461:    Twinsen with snowboard skiing 2&lt;br /&gt;
462:    Twinsen with snowboard skiing 3&lt;br /&gt;
463:    Twinsen with snowboard skiing 4&lt;br /&gt;
464:    Twinsen with snowboard skiing 5&lt;br /&gt;
465:    Twinsen with snowboard skiing 6&lt;br /&gt;
466:    Twinsen with snowboard skiing 7&lt;br /&gt;
467:    Twinsen with snowboard skiing 8&lt;br /&gt;
468:    Computer working&lt;br /&gt;
469:    Computer getting hit&lt;br /&gt;
470:    Construction truck driving forwards&lt;br /&gt;
471:    Construction truck starting 1&lt;br /&gt;
472:    Construction truck driving backwards&lt;br /&gt;
473:    Construction truck starting 2&lt;br /&gt;
474:    Constuction worker 1 standing&lt;br /&gt;
475:    Constuction worker 1 walking&lt;br /&gt;
476:    Constuction worker 1 digging&lt;br /&gt;
477:    Constuction worker 1 alert&lt;br /&gt;
478:    Constuction worker 1 fighting 1&lt;br /&gt;
479:    Constuction worker 1 fighting 2&lt;br /&gt;
480:    Constuction worker 1 moving left&lt;br /&gt;
481:    Constuction worker 1 moving right&lt;br /&gt;
482:    Constuction worker 1 getting hit 1&lt;br /&gt;
483:    Constuction worker 1 getting hit 2&lt;br /&gt;
484:    Constuction worker 1 walking angrily&lt;br /&gt;
485:    Constuction worker 2 standing 1&lt;br /&gt;
486:    Constuction worker 2 fighting 1&lt;br /&gt;
487:    Constuction worker 2 walking&lt;br /&gt;
488:    Constuction worker 2 standing 2&lt;br /&gt;
489:    Constuction worker 2 fighting 2&lt;br /&gt;
490:    Constuction worker 2 getting hit 1&lt;br /&gt;
491:    Constuction worker 2 getting hit 2&lt;br /&gt;
492:    Constuction worker 2 moving right&lt;br /&gt;
493:    Constuction worker 2 moving left&lt;br /&gt;
494:    Constuction worker 2 walking angrily&lt;br /&gt;
495:    Constuction worker 2 falling&lt;br /&gt;
496:    Constuction worker 2 landing&lt;br /&gt;
497:    Constuction worker 2 alert&lt;br /&gt;
498:    Constuction worker 3 standing&lt;br /&gt;
499:    Constuction worker 3 digging&lt;br /&gt;
500:    Constuction worker 3 pulling up gun and shooting&lt;br /&gt;
501:    Constuction worker 3 shooting&lt;br /&gt;
502:    Constuction worker 3 getting hit&lt;br /&gt;
503:    Constuction worker 3 alert&lt;br /&gt;
504:    Constuction worker 3 falling&lt;br /&gt;
505:    Constuction worker 3 landing&lt;br /&gt;
506:    Tractor starting&lt;br /&gt;
507:    Tracrot driving forwards&lt;br /&gt;
508:    Tracrot fighting 1&lt;br /&gt;
509:    Tracrot fighting 2&lt;br /&gt;
510:    Tracrot working&lt;br /&gt;
511:    Tracrot driving backwards&lt;br /&gt;
512:    Tracrot frozen&lt;br /&gt;
513:    Tracrot jumping in place&lt;br /&gt;
514:    Groovy sphero standing&lt;br /&gt;
515:    Groovy sphero walking&lt;br /&gt;
&lt;br /&gt;
[#] [ END ] ---------------------------------------------------------&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xesf</name></author>
	</entry>
	<entry>
		<id>https://lbafileinfo.kaziq.net/index.php?title=LBA2:Entity_information&amp;diff=2226</id>
		<title>LBA2:Entity information</title>
		<link rel="alternate" type="text/html" href="https://lbafileinfo.kaziq.net/index.php?title=LBA2:Entity_information&amp;diff=2226"/>
		<updated>2016-08-12T20:42:34Z</updated>

		<summary type="html">&lt;p&gt;Xesf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox format&lt;br /&gt;
| extension = F3D&lt;br /&gt;
| lba2 = true&lt;br /&gt;
| colour =&lt;br /&gt;
| defaultsort = entity&lt;br /&gt;
}}&lt;br /&gt;
This is the LBA 2 equivalent to the LBA 1 [[File3d.hqr]] file. It contains entities of the game Actors. &lt;br /&gt;
&lt;br /&gt;
==Specification==&lt;br /&gt;
{{Cleanup|It should be reformatted to use wikitext instead of &amp;amp;lt;pre&amp;amp;gt; tags.}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
L I T T L E   B I G   A D V E N T U R E   2&lt;br /&gt;
LBA File3D format&lt;br /&gt;
Revision 1&lt;br /&gt;
&lt;br /&gt;
Author:   Alexandre Fontoura [alexfont]&lt;br /&gt;
Email:    alexandrefontoura@oninetspeed.pt&lt;br /&gt;
&lt;br /&gt;
Last Modification: 13.11.2005&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ INFORMATION ] ------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
This document describes the format in which the LBA2\Twinsen Odyssey File3D &lt;br /&gt;
character informations) are stored in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ NOTE ] -------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In LBA2 this only exists in one unique file which as all this information inside.&lt;br /&gt;
This file can be found inside Ress.HQR in the entry 44 (LBA2 Character Informations).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[#] [ FORMAT ] -----------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
s32 = signed int (32bit)&lt;br /&gt;
u16 = unsigned short (16bit)&lt;br /&gt;
s16 = signed short (16bit)&lt;br /&gt;
byte (8bit)&lt;br /&gt;
+ = to add previeous bytes count&lt;br /&gt;
&lt;br /&gt;
The file is laid out like an HQR file, but does not have the size/compression header&lt;br /&gt;
at each offset given. Refer to the HQR document on how to read the intro.&lt;br /&gt;
&lt;br /&gt;
00:	s32	First offset&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Do this &amp;quot;number of entries&amp;quot; times&lt;br /&gt;
[ Entries ]&lt;br /&gt;
&lt;br /&gt;
First of all you need to read the entry  content for each entry of course.&lt;br /&gt;
I&#039;ll assume you know this. Also you need to create a variable or structures&lt;br /&gt;
to handle the anim and body content and count.&lt;br /&gt;
&lt;br /&gt;
Do the next block while the read byte is not 0xFF (End of each entry content).&lt;br /&gt;
&lt;br /&gt;
[ Content ]&lt;br /&gt;
+00:	byte	Opcode&lt;br /&gt;
&lt;br /&gt;
Opcode = 1 -&amp;gt; Body content&lt;br /&gt;
Opcode = 3 -&amp;gt; Anim content&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[ Body = 1 ]&lt;br /&gt;
+00:	byte	Body index&lt;br /&gt;
01:	byte	Body data size - 1 (only take the following values)&lt;br /&gt;
		|-&amp;gt; 0x04 (4) -&amp;gt; When no collision box is used&lt;br /&gt;
		|--&amp;gt; 0x11 (17) -&amp;gt; When used a collision box&lt;br /&gt;
02:	s16	Body real index (in BODY.HQR)&lt;br /&gt;
04:	byte	Collision box flag&lt;br /&gt;
		|-&amp;gt; flag = 0x00 (0) -&amp;gt; Model doesn&#039;t use collision box&lt;br /&gt;
		|--&amp;gt; flag = 0x01 (1) -&amp;gt; Model use collision box&lt;br /&gt;
&lt;br /&gt;
[ IF Collision box flag is set ]&lt;br /&gt;
05:	byte	Number of bytes to read minus 2. &lt;br /&gt;
		In this case the value is always 0x0E, so it will have more 0x0E-0x02 = 0x0C bytes&lt;br /&gt;
06:	u16	X (bottom left)&lt;br /&gt;
08:	u16	Y (bottom left)&lt;br /&gt;
0A:	u16	Z (bottom left)&lt;br /&gt;
0C:	u16	X (top right)&lt;br /&gt;
0E:	u16	Y (top right)&lt;br /&gt;
10:	u16	Z (top right)&lt;br /&gt;
&lt;br /&gt;
[ /IF ]&lt;br /&gt;
&lt;br /&gt;
[ / Body ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[ Anim = 3 ]&lt;br /&gt;
+00:	byte	Anim index&lt;br /&gt;
01:	byte	Anim real index (in ANIM.HQR)&lt;br /&gt;
02:	byte	Data size - 3&lt;br /&gt;
03 until Data Size:	??&lt;br /&gt;
&lt;br /&gt;
[ / Anim ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[ / Content ]&lt;br /&gt;
&lt;br /&gt;
[ / Entries ]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{providers|[[provider::Alexfont]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EDIT: I will eventually fix this document, but want to make sure this info is not lost,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
8bit anim&lt;br /&gt;
8bit unknown&lt;br /&gt;
16bit real anim&lt;br /&gt;
8bit num of anim actions in this instance&lt;br /&gt;
for this num of actions do&lt;br /&gt;
    8bit action type&lt;br /&gt;
    if type=0x06 - sample sounds (will play the sample in the specified animation keyframe)&lt;br /&gt;
         8bit keyframe&lt;br /&gt;
         16bit sample&lt;br /&gt;
    if type=0x10 or type=0x0F - brick sample (I didn&#039;t find yet why we have 2 action for the same thing)&lt;br /&gt;
         8bit keyframe (this will play the sample according with the brick type in the specified animation keyframe)&lt;br /&gt;
   if type=0x09 - throw projectile (don&#039;t know yet the meaning of the content)&lt;br /&gt;
 end for&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Actions from LBA1 - can be the same&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
enum ActionType {&lt;br /&gt;
	ACTION_HITTING           = 0,&lt;br /&gt;
	ACTION_SAMPLE            = 1,&lt;br /&gt;
    	ACTION_SAMPLE_FREQ       = 2,&lt;br /&gt;
    	ACTION_THROW_EXTRA_BONUS = 3,&lt;br /&gt;
	ACTION_THROW_MAGIC_BALL  = 4,&lt;br /&gt;
	ACTION_SAMPLE_REPEAT     = 5,&lt;br /&gt;
	ACTION_UNKNOWN_6         = 6,&lt;br /&gt;
	ACTION_UNKNOWN_7         = 7,&lt;br /&gt;
	ACTION_SAMPLE_STOP       = 8,&lt;br /&gt;
	ACTION_UNKNOWN_9         = 9, // unused&lt;br /&gt;
	ACTION_SAMPLE_BRICK_1    = 10,&lt;br /&gt;
	ACTION_SAMPLE_BRICK_2    = 11,&lt;br /&gt;
	ACTION_HERO_HITTING      = 12,&lt;br /&gt;
	ACTION_UNKNOWN_13        = 13,&lt;br /&gt;
	ACTION_UNKNOWN_14        = 14,&lt;br /&gt;
	ACTION_UNKNOWN_15        = 15,&lt;br /&gt;
    ACTION_LAST&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Omni provided the below info:&lt;br /&gt;
&lt;br /&gt;
0x9 Throw the magic ball&lt;br /&gt;
8bit_s trigger key frame &lt;br /&gt;
16bit_u y-offset from the actor&#039;s yposition from which the ball will be thrown&lt;br /&gt;
16bit_s vertical angle (adjusting the incline of the throw)&lt;br /&gt;
16bit_s velocity&lt;br /&gt;
8bit_s gravitational acceleration g&lt;br /&gt;
&lt;br /&gt;
0x8 Throw extra&lt;br /&gt;
8bit_s trigger key frame &lt;br /&gt;
16bit_u y-offset from the actor&#039;s yposition from which the ball will be thrown&lt;br /&gt;
8bit_u type of extra (sprite id)&lt;br /&gt;
16bit_s vertical angle (adjusting the incline of the throw)&lt;br /&gt;
16bit_s velocity&lt;br /&gt;
8bit_s gravitational acceleration g&lt;br /&gt;
8bit_s harmfulness of extra&lt;br /&gt;
&lt;br /&gt;
0x5 Hit near objects&lt;br /&gt;
8bit_s trigger key frame&lt;br /&gt;
8bit_s hit force&lt;br /&gt;
&lt;br /&gt;
0x17 Twinsen attack&lt;br /&gt;
8bit_s trigger key frame&lt;br /&gt;
this action is using a hard-wired lookup-table to choose the hit force using twinsens magic level.&lt;br /&gt;
i didn&#039;t know twinsens hit force increased with his magic level  &lt;br /&gt;
&lt;br /&gt;
0x18 throw extra from custom offset into a custom direction&lt;br /&gt;
8bit_s trigger key frame&lt;br /&gt;
16bit_s offset x&lt;br /&gt;
16bit_s offset y&lt;br /&gt;
16bit_s offset z&lt;br /&gt;
8bit_s type of extra (sprite id)&lt;br /&gt;
16bit_s vertical angle &lt;br /&gt;
16bit_s horizontal angle &lt;br /&gt;
16bit_s velocity&lt;br /&gt;
8bit_s gravitational acceleration&lt;br /&gt;
8bit_s harmfulness of extra&lt;br /&gt;
these values all have to be interpreted relative to actor position and actor angle.&lt;br /&gt;
&lt;br /&gt;
0x19 throw extra from custom offset into custom direction STRANGE VERSION&lt;br /&gt;
8bit_s trigger key frame&lt;br /&gt;
16bit_s offset x&lt;br /&gt;
16bit_s offset y&lt;br /&gt;
16bit_s offset z&lt;br /&gt;
8bit_s type of extra (sprite id)&lt;br /&gt;
16bit_s vertical angle &lt;br /&gt;
16bit_s horizontal angle &lt;br /&gt;
16bit_s velocity&lt;br /&gt;
8bit_s gravitational acceleration&lt;br /&gt;
8bit_s harmfulness of extra&lt;br /&gt;
the strange part of this version is, that an additional angle offset is added to the vertical angle. this offset is calculated this way:&lt;br /&gt;
&lt;br /&gt;
does someone has an idea what this used for? maybe to throw grenades?&lt;br /&gt;
&lt;br /&gt;
0x20 shoot a persecuting extra (aiming to hit another actor)&lt;br /&gt;
8bit_s trigger key frame&lt;br /&gt;
16bit_s offset x&lt;br /&gt;
16bit_s offset y&lt;br /&gt;
16bit_s offset z&lt;br /&gt;
8bit_s type of extra (sprite id)&lt;br /&gt;
8bit_s targeted actor (strange that this is fixed O_o)&lt;br /&gt;
16bit_s maxSpeed&lt;br /&gt;
8bit_s harmfulness&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xesf</name></author>
	</entry>
	<entry>
		<id>https://lbafileinfo.kaziq.net/index.php?title=LBA2:3D_model&amp;diff=2224</id>
		<title>LBA2:3D model</title>
		<link rel="alternate" type="text/html" href="https://lbafileinfo.kaziq.net/index.php?title=LBA2:3D_model&amp;diff=2224"/>
		<updated>2016-07-06T17:30:37Z</updated>

		<summary type="html">&lt;p&gt;Xesf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox format&lt;br /&gt;
| extension = LM2&lt;br /&gt;
| lba2 = true&lt;br /&gt;
| colour = 3BB9FF&lt;br /&gt;
| defaultsort = model&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
LM2 files contain 3D models used for Actors and other objects in LBA2.&lt;br /&gt;
&lt;br /&gt;
== Specification ==&lt;br /&gt;
{{incomplete}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ Header ]&lt;br /&gt;
00:	??	??&lt;br /&gt;
20:	u32	Number of bones&lt;br /&gt;
24:	u32	Offset to bones&lt;br /&gt;
28:	u32	Number of vertices&lt;br /&gt;
2C:	u32	Offset to vertices&lt;br /&gt;
30:	u32	Number of normals&lt;br /&gt;
34:	u32	Offset to normals&lt;br /&gt;
38:	u32	Number of unknown1&lt;br /&gt;
3C:	u32	Offset to unknown1&lt;br /&gt;
40:	u32	Number of polygons&lt;br /&gt;
44:	u32	Offset to polygons&lt;br /&gt;
48:	u32	Number of lines&lt;br /&gt;
4C:	u32	Offset to lines&lt;br /&gt;
50:	u32	Number of spheres&lt;br /&gt;
54:	u32	Offset to spheres&lt;br /&gt;
58:	u32	Number of textures&lt;br /&gt;
5C:	u32	Offset to textures&lt;br /&gt;
[ / Header ]&lt;br /&gt;
&lt;br /&gt;
[ Bone ]&lt;br /&gt;
00:	u16	Parent bone&lt;br /&gt;
02:	u16	Vertex&lt;br /&gt;
04:	u16	??&lt;br /&gt;
06:	u16	??&lt;br /&gt;
[ / Bone ]&lt;br /&gt;
&lt;br /&gt;
[ Vertex ]&lt;br /&gt;
00:	s16	x&lt;br /&gt;
02:	s16	y&lt;br /&gt;
04:	s16	z&lt;br /&gt;
06:	u16	Bone&lt;br /&gt;
[ / Vertex ]&lt;br /&gt;
&lt;br /&gt;
[ Normal ]&lt;br /&gt;
00:	s16	x&lt;br /&gt;
02:	s16	y&lt;br /&gt;
04:	s16	z&lt;br /&gt;
06:	u16	??&lt;br /&gt;
[ / Normal ]&lt;br /&gt;
&lt;br /&gt;
[ Unknown1 ]&lt;br /&gt;
00:	u16	??&lt;br /&gt;
02:	u16	??&lt;br /&gt;
04:	u16	??&lt;br /&gt;
06:	u16	??&lt;br /&gt;
[ / Unknown1 ]&lt;br /&gt;
&lt;br /&gt;
[ Polygon ]&lt;br /&gt;
00:	u16	flag (Use Texture/Is Transparency)&lt;br /&gt;
02:	u16	Number of polygons&lt;br /&gt;
04:	u16	Size of data&lt;br /&gt;
06:	u16	??&lt;br /&gt;
Read (size - 8) * (number of polygons)&lt;br /&gt;
That data contains polygons and colour information&lt;br /&gt;
[ / Polygon ]&lt;br /&gt;
&lt;br /&gt;
[ Lines ]&lt;br /&gt;
00:	u16	??&lt;br /&gt;
02:	u16	colour&lt;br /&gt;
04:	u16	vertex1&lt;br /&gt;
06:	u16	vertex2&lt;br /&gt;
[ / Unknown2 ]&lt;br /&gt;
&lt;br /&gt;
[ Sphere ]&lt;br /&gt;
00:	u16	??&lt;br /&gt;
02:	u16	colour&lt;br /&gt;
04:	u16	vertex&lt;br /&gt;
06:	u16	size (needs to be devided by 0x4000)&lt;br /&gt;
[ / Sphere ]&lt;br /&gt;
&lt;br /&gt;
[ Textures ]&lt;br /&gt;
00:	u8	x&lt;br /&gt;
01:	u8	y&lt;br /&gt;
02:	u8	w&lt;br /&gt;
03:	u8	h&lt;br /&gt;
[ / Textures ]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{providers|[[provider::xesf]]}}&lt;/div&gt;</summary>
		<author><name>Xesf</name></author>
	</entry>
	<entry>
		<id>https://lbafileinfo.kaziq.net/index.php?title=LBA2:3D_model&amp;diff=2223</id>
		<title>LBA2:3D model</title>
		<link rel="alternate" type="text/html" href="https://lbafileinfo.kaziq.net/index.php?title=LBA2:3D_model&amp;diff=2223"/>
		<updated>2016-07-06T17:29:45Z</updated>

		<summary type="html">&lt;p&gt;Xesf: Updating format fields&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox format&lt;br /&gt;
| extension = LM2&lt;br /&gt;
| lba2 = true&lt;br /&gt;
| colour = 3BB9FF&lt;br /&gt;
| defaultsort = model&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
LM2 files contain 3D models used for Actors and other objects in LBA2.&lt;br /&gt;
&lt;br /&gt;
== Specification ==&lt;br /&gt;
{{incomplete}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ Header ]&lt;br /&gt;
00:	??	??&lt;br /&gt;
20:	u32	Number of bones&lt;br /&gt;
24:	u32	Offset to bones&lt;br /&gt;
28:	u32	Number of vertices&lt;br /&gt;
2C:	u32	Offset to vertices&lt;br /&gt;
30:	u32	Number of normals&lt;br /&gt;
34:	u32	Offset to normals&lt;br /&gt;
38:	u32	Number of unknown1&lt;br /&gt;
3C:	u32	Offset to unknown1&lt;br /&gt;
40:	u32	Number of polygons&lt;br /&gt;
44:	u32	Offset to polygons&lt;br /&gt;
48:	u32	Number of lines&lt;br /&gt;
4C:	u32	Offset to lines&lt;br /&gt;
50:	u32	Number of spheres&lt;br /&gt;
54:	u32	Offset to spheres&lt;br /&gt;
58:	u32	Number of textures&lt;br /&gt;
5C:	u32	Offset to textures&lt;br /&gt;
[ / Header ]&lt;br /&gt;
&lt;br /&gt;
[ Bone ]&lt;br /&gt;
00:	u16	Parent bone&lt;br /&gt;
02:	u16	Vertex&lt;br /&gt;
04:	u16	??&lt;br /&gt;
06:	u16	??&lt;br /&gt;
[ / Bone ]&lt;br /&gt;
&lt;br /&gt;
[ Vertex ]&lt;br /&gt;
00:	s16	x&lt;br /&gt;
02:	s16	y&lt;br /&gt;
04:	s16	z&lt;br /&gt;
06:	u16	Bone&lt;br /&gt;
[ / Vertex ]&lt;br /&gt;
&lt;br /&gt;
[ Normal ]&lt;br /&gt;
00:	s16	x&lt;br /&gt;
02:	s16	y&lt;br /&gt;
04:	s16	z&lt;br /&gt;
06:	u16	??&lt;br /&gt;
[ / Normal ]&lt;br /&gt;
&lt;br /&gt;
[ Unknown1 ]&lt;br /&gt;
00:	u16	??&lt;br /&gt;
02:	u16	??&lt;br /&gt;
04:	u16	??&lt;br /&gt;
06:	u16	??&lt;br /&gt;
[ / Unknown1 ]&lt;br /&gt;
&lt;br /&gt;
[ Polygon ]&lt;br /&gt;
00:	u16	flag (Use Texture/Is Transparency)&lt;br /&gt;
02:	u16	Number of polygons&lt;br /&gt;
04:	u16	Size of data&lt;br /&gt;
06:	u16	??&lt;br /&gt;
Read (size - 8) * (number of polygons)&lt;br /&gt;
That data contains polygons and colour information&lt;br /&gt;
[ / Polygon ]&lt;br /&gt;
&lt;br /&gt;
[ Lines ]&lt;br /&gt;
00:	u16	??&lt;br /&gt;
02:	u16	colour&lt;br /&gt;
04:	u16	vertex1&lt;br /&gt;
06:	u16	vertex2&lt;br /&gt;
[ / Unknown2 ]&lt;br /&gt;
&lt;br /&gt;
[ Sphere ]&lt;br /&gt;
00:	u16	??&lt;br /&gt;
02:	u16	colour&lt;br /&gt;
04:	u16	vertex&lt;br /&gt;
06:	u16	size (needs to be devided by 0x4000)&lt;br /&gt;
[ / Sphere ]&lt;br /&gt;
&lt;br /&gt;
[ Textures ]&lt;br /&gt;
00:	u8	x&lt;br /&gt;
01:	u8	y&lt;br /&gt;
02:	u8	w&lt;br /&gt;
03:	u8	h&lt;br /&gt;
[ / Textures ]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{providers|[[provider::alexfont]]}}&lt;/div&gt;</summary>
		<author><name>Xesf</name></author>
	</entry>
</feed>